emoryh2689
New member
(I posted this in a different category but idk how to delete posts, and i thought it would be better here)
I don't know how often this is asked, but I think Dynamo needs some sort of base bullet resist, or some bullet damage negation to him due to his large hit box. With his large hitbox it practically makes him have negative bullet resist. I have probably like 70 hours on dynamo, and it is always super difficult and not fun having to lane against any gun hero, due to how much damage i take. I can't do anything about the damage early game so I generally end up dying a lot, causing us to lose the game from the enemy team snowballing. Not only that but laning against gun heros (especially 2 gun heros) doesn't allow me to play the game, because if a single millimeter of my hit box shows, i instantly take like 200 plus damage, and the enemy team has no items. it become much worse if the enemy buys 3 gun items, as i take even more damage. If I don't die, then i can't get any souls, causing us to fall behind, and the enemy team to snowball. Its very similar experience laning against geist, but gun is a much bigger issue.
I would like to propose a 15% base bullet resist for dynamo. Obviously that is a huge number, so it can be refined, but I think that's a good number to get gun damage against him around the same as everyone else. Other solutions that might solve the issue as well is reducing dynamo hitbox(wont happen) Give dynamo base plated armor (but like 10% proc or something idk, and to balance it, make normal plated armor only scale up to its current proc rate with dynamo rather than adding to dynamo's base armor), reducing headshot damage value(not as good because the biggest issue is his big body), or make Quantum entanglement give bullet resist to him, and or his teammates as well.
Those are just a couple of suggestions on how to fix this issue that many people have on dynamo, I'm sure there are other ways, but these are the ones i could think of. And most of these would probably make him incredibly overpowered, but something needs to be done.
I don't know how often this is asked, but I think Dynamo needs some sort of base bullet resist, or some bullet damage negation to him due to his large hit box. With his large hitbox it practically makes him have negative bullet resist. I have probably like 70 hours on dynamo, and it is always super difficult and not fun having to lane against any gun hero, due to how much damage i take. I can't do anything about the damage early game so I generally end up dying a lot, causing us to lose the game from the enemy team snowballing. Not only that but laning against gun heros (especially 2 gun heros) doesn't allow me to play the game, because if a single millimeter of my hit box shows, i instantly take like 200 plus damage, and the enemy team has no items. it become much worse if the enemy buys 3 gun items, as i take even more damage. If I don't die, then i can't get any souls, causing us to fall behind, and the enemy team to snowball. Its very similar experience laning against geist, but gun is a much bigger issue.
I would like to propose a 15% base bullet resist for dynamo. Obviously that is a huge number, so it can be refined, but I think that's a good number to get gun damage against him around the same as everyone else. Other solutions that might solve the issue as well is reducing dynamo hitbox(wont happen) Give dynamo base plated armor (but like 10% proc or something idk, and to balance it, make normal plated armor only scale up to its current proc rate with dynamo rather than adding to dynamo's base armor), reducing headshot damage value(not as good because the biggest issue is his big body), or make Quantum entanglement give bullet resist to him, and or his teammates as well.
Those are just a couple of suggestions on how to fix this issue that many people have on dynamo, I'm sure there are other ways, but these are the ones i could think of. And most of these would probably make him incredibly overpowered, but something needs to be done.