Discussing My Thoughts On The Recent Dynamo Roller Buff | Splatoon 3

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  • Опубликовано: 2 янв 2025

Комментарии • 17

  • @dynamorolleruser
    @dynamorolleruser 5 месяцев назад +18

    I think this is the best buff dynamo ever gotten. The hit box doesn’t feel like a random number generator anymore. I feel like maybe they should buff the minimum damage for the vertical flick to like, 60 or 70 to make it actually threatening at a distance. Overall, this weapon feels amazing.

    • @SupaLakitu507
      @SupaLakitu507  5 месяцев назад +6

      One step closer to Dynamo Supremacy! 💪😤

  • @koreadude6309
    @koreadude6309 4 месяца назад +2

    I really wish they buff vertical flick at little, it would be nice to be able to finish retreating players a bit more consistently. Also sprinkler, having bigger initial paint would be nice.

    • @SupaLakitu507
      @SupaLakitu507  4 месяца назад

      Yeah vertical flick just doesn't have the power to justify its slow speed. I'd like them to do at least something with it. Especially when you compare it's swing speed and range to the Splatana Stamper's charge slash.

  • @andawesome6981
    @andawesome6981 5 месяцев назад +11

    Unfortunately, I think you might be experiencing the placebo effect. Basically, this is when you're told something will work and even though it doesn't it tricks you into thinking it works. What data shows on the new dynamo roller "buff" is that the average paint per flick after the patch is down by ~4 points. This means that the average paint has been nerfed. This is because, instead of the developers changing how the hitbox rng works, they just made the space that the hitboxes are able to fall in smaller. This makes the hitboxes more clustered together, and cover less of an area. So the paint is nerfed, but what about damage hitboxes? The damage hitboxes have actually never been inconsistent. The problem with the damage hitboxes actually lies within the engine the game runs on. Basically, the dynamo roller has I believe about 16 hitboxes that deal damage and 2 that don't, with only ~3 of those hitboxes landing within kill range. EXCLUSIVELY to rollers, the engine of the game has a 50% chance to remove 3 of the hitboxes from the flick after i believe about 20 frames(?) could be wrong about the exact time. This creates holes in the flick. This is why hitting someone directly is easy and trying to hit someone from above is so much harder. However, it doesn't even end there. The 16 hotboxes generated by the roller begin SHRINKING literally only 5 frames after the flick. They can shrink down to 50% of their original size!!!! This can be seen if you go to a high area in the training room and flix. Why they thought this was necessary, I have no idea. None of this existed in splatoon 1 which is why it was so much more consistent. None of this was even adjusted in this patch. Maybe someday dynamo will get justice, but dynamo is probably about the same or worse than it was in 8.0.
    Edit: Also the nerf from splatoon 1 you mentioned is a kill range nerf, it didn't adjust the hitboxes at all.

    • @SupaLakitu507
      @SupaLakitu507  5 месяцев назад +3

      While you could be right that this is just a placebo (and yes, I know what that is), the weapon genuinely feels better to me than it has in most prior instances (and this is coming from someone who has stuck with the weapon since Splatoon 2). Like I mentioned in the video, I'm gonna be playing the weapon a lot more going forward. My opinion could very well change in another month or even a week's time. Regardless, I'm going to push the weapon as much as I realistically can. That part isn't changing one bit. Appreciate the fact check though. 😎👍

    • @andawesome6981
      @andawesome6981 5 месяцев назад

      @@SupaLakitu507 Yeah for sure! I bet you can make it work :)

    • @KNGDDDE
      @KNGDDDE 5 месяцев назад +1

      It definitely feels more consistent. Where did you fund that out tho? Got any info on inkbrush and decav?
      Decavitator is literally an even matchup and ultra stamp js.

  • @thequagiestsire
    @thequagiestsire 5 месяцев назад +5

    Is it enough? Probably not. Is it absolutely needed? Yes.

  • @tarfarr
    @tarfarr 5 месяцев назад +1

    great vid

  • @ElseeKay
    @ElseeKay 4 месяца назад

    i played this video a 1.25x speed and didnt realize

  • @legoshiishot
    @legoshiishot 5 месяцев назад +5

    now all they must do is get rid of the vertical

    • @KNGDDDE
      @KNGDDDE 5 месяцев назад

      I have no idea why it's gone unchanged.

  • @StephenHopkinsVaults
    @StephenHopkinsVaults 5 месяцев назад

    why did they give brushes 360 degree aim?

  • @Falcolique
    @Falcolique 5 месяцев назад +2

    I haven't touched the game for 2 weeks. I've yet to try it because you make it seem like dynamo can fight without having to roll a 20 sides dice. I'm a dynamo main and holes were the most ANNOYING part of it. However with the overall "paint output nerf" that came with the patch I wonder if Tacticooler Dynamo is now worse than Chump Dynamo

    • @SupaLakitu507
      @SupaLakitu507  5 месяцев назад

      It honestly depends. With how many weapons and specials that can nuke you for basically breathing, Cooler can be such a lifesaver. I do think that Gold Dynamo with its chumps has gained a lot more value though. Primarily on zones maps with open layouts like Hagglefish Market.

    • @dynamorolleruser
      @dynamorolleruser 5 месяцев назад

      I don’t think the “paint nerf” really does much. If been getting around the same amount is specials. But the hit box is definitely better (also I think vdynamo is better)