Bump, if there are concerns about getting stuck or out of bounds, perform the line of sight check for the final dispersion of units instead of a hastily thrown together solution like this.
Glad to know I'm not the only one who's experienced this, I've complained to my friends about it a few times during games, but I thought maybe I just didn't aim in the right place in the heat of the moment. If other people are complaining, and Dynamo also has this problem, then it's good to know it's not just me
I think this particular topic really warrants engagement from VALVe, in at least two ways.
This is identified as "not working as intended" and corrected (not only for Dynamo's own QE behaviour, but also for ally positioning aspects), or:
The language used in the QE description outlines that this is an intentional limitation, so that gamers know what to expect from QE in terms of advanced behavioural usage.
Either way, I think VALVe doing nothing about this is NOT the way this should be handled. Isn't that the whole point of having VALVe get involved in this testing? So we can identify areas that warrant improvement like this?
As a gamer I think it's reasonable to _expect_ a teleport effect like this to have advanced movement mechanics (like scenarios where you can bring allies through walls, without breaking the game), considering the description gives the impression this is reasonable gameplay.
Also, he doesn't use a "clip" he uses a magazine, if we're going to update the description of the ability.