1. #11
    He only does 558 damage on the first hit. You're right, totally balanced. What was I thinking.
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  2. #12
    Originally Posted by fanaticexpert Go to original post
    He only does 558 damage on the first hit. You're right, totally balanced. What was I thinking.
    I feel like you haven't read the thread, stopped at my stats post halfway through, and typed this without bothering to read what was talked about. Barrel Dougie only does 558 damage on first hit once he is at level 6, when he should be used in mid-to-high legendary. While he does deserve some kind of a nerf, no nerf will be enough without reversion thanks to players deranking and using him in silver sheilds and low legendary. A NK that's over level 20 won't lose a bar, and would likely have the means and knowledge of how to best deal with them.
    Instead of angry sarcasm, constructive criticisms will get your message across much stronger. You should also just learn to adjust to the current metagame like any other online multiplayer game that makes frequent balance changes.
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  3. #13
    DarthCh3f's Avatar Member
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    Utterly ridiculous. The fact that he DOESNT take a bar with this first hit means he gets to avoid blow back to stay alive for the second hit and cripple the second bar!
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  4. #14
    While I do think the Dougie thing can be rough. Try going up against a level 7 Mimsy. That's brutal, especially when your NK is only level 14. You throw a swarm down, the opponent poisons it. Either that or they have BEB pick them off and buff up. Even a high level Big Gay Al can be as brutal as a Dougie.
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  5. #15
    Originally Posted by Meowman52402 Go to original post
    While I do think the Dougie thing can be rough. Try going up against a level 7 Mimsy. That's brutal, especially when your NK is only level 14. You throw a swarm down, the opponent poisons it. Either that or they have BEB pick them off and buff up. Even a high level Big Gay Al can be as brutal as a Dougie.
    If you're NK 14 and you're dealing with a level 7 Mimsy, you're ****ed without Unholy Combustion or Transmogrify, hands down.
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  6. #16
    blagh-'s Avatar Junior Member
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    Originally Posted by FoggyPaws Go to original post
    A Barrel Dougie does 558 damage on first hit, a level 19 NK has 589 HP.

    He might have been over tuned, but I don't even use Dougies and I know there are plenty of counters to them beyond just MC and instant kill spells, some of which are the following.

    Bandita Sally + Smuggler Ike of equal level will kill him, cost the same as their one Dougie, and leave you with 2 assassins on the feild. A level 3 HHC will 1HKO a Barrel Dougie if his parrot lands. A level 3 Lightning Bolt will 1HKO him, as well as a Level 4 Fireball.

    A 20/25 level 3 Choir Boy Butter + Hermes Kenny will KO him, and give you an energy advantage.

    A level 6 Paladin Butters + Princess Kenny will KO him, and leave you with a good assassin combo on the field. A 29/40 level 4 Dwarf King Clyde will nearly KO him, taking only 1-2 zaps from a NK to finish the Dougie off, 35/40 will guarantee a 1hko against a level 6 Dougie.

    Seriously, if you're not running stuff to deal with Dougies, that's a weakness in your deck you should be dealing with, it's always a good idea to have counters to the headhunters, just like you should always have something to deal with flying units. The best part is, these are counters you should already have available, adapt and overcome.

    The real problem is when people derank and use these grossly overleveled Dougies in silver sheilds.
    None of that will work if your opponent used Youth Pastor and then brings out Kyle of the Drow Elves. Impossible to counter, making mystic even more op, of course
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  7. #17
    Originally Posted by blagh- Go to original post
    None of that will work if your opponent used Youth Pastor and then brings out Kyle of the Drow Elves. Impossible to counter, making mystic even more op, of course
    All of those options are spell-less, how would YPC do anything here? Youth Pastor Craig also doesn't have AoE attacks, so you can't use that to AoE the assassins you've summoned to stop the Dougie.
    Youth pastor doesn't stop units from being played, only spells, which the post you quoted doesn't even contain. Kyle of the Drow Elves, sure, but he had to actually charge his ability, and have it active at just the right time to make Dougie invulnerable. KotDE is also a 4 cost card, meaning if he uses him to get Dougie across the board, he's likely at an energy disadvantage now.
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  8. #18
    blagh-'s Avatar Junior Member
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    Originally Posted by FoggyPaws Go to original post
    All of those options are spell-less, how would YPC do anything here? Youth Pastor Craig also doesn't have AoE attacks, so you can't use that to AoE the assassins you've summoned to stop the Dougie.
    Youth pastor doesn't stop units from being played, only spells, which the post you quoted doesn't even contain. Kyle of the Drow Elves, sure, but he had to actually charge his ability, and have it active at just the right time to make Dougie invulnerable. KotDE is also a 4 cost card, meaning if he uses him to get Dougie across the board, he's likely at an energy disadvantage now.
    Can't use spells, can't damage dougie with units. This renders every counter useless, and of course, a level six dougie obliterates a phone, even with my nk at 20. I just played against this combo this morning. I am able to stop dougies frequently, but without question, they are cheap, op units.
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  9. #19
    Kyle of the Drow Elves, sure, but he had to actually charge his ability, and have it active at just the right time to make Dougie invulnerable. KotDE is also a 4 cost card, meaning if he uses him to get Dougie across the board, he's likely at an energy disadvantage now.
    Yeah, I seen this tactic used quite a bit. Sounds like Red needs a nerf. Cause if they pull it off you're pretty much down two bars. And this tactic doesn't have any need for YPC. So, yeah, pretty much anytime I see someone drop KoDE I'm getting ready for another loss if I just burned my spell on Chicken Coop, Amazing Randy, GWC, BEB or any other of the heavy hitting cards they have to use.
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  10. #20
    Originally Posted by blagh- Go to original post
    Can't use spells, can't damage dougie with units. This renders every counter useless, and of course, a level six dougie obliterates a phone, even with my nk at 20. I just played against this combo this morning. I am able to stop dougies frequently, but without question, they are cheap, op units.
    To be fair, it's still a fairly expensive strategy and your opponent has to get fairly lucky to get the combo in their hand.

    Let's examine the worst case scenario. (This scenario is first turn, beginning of the game, if they were to pull this off mid-game, that's just great strategy and unit placement.) Your opponent opens with Youth Pastor Craig rendering your spells useless for 30 seconds. They then play KotDE right afterwards. You've now got 15 seconds then do something before the incoming Dougie.

    The only counters to this scenario are a Zen Cartman to redirect the Dougie and wait out the KotDE invulnerability, followed by any of the counters in my above post, OR a very lucky Imp Tweek that warps their Dougie, followed by one of those aformentioned counters. (Imp Tweek removes Dougies' speed boost, and commonly just freezes him in place after the warp. Bug?)

    This is by no means an ideal situation, and isn't likely to manage to consistently counter that combo, but credit has to be given to the opposing player for actually pulling it off.

    As far as proactive counters go, you could **** Magic the YPC before he has a chance to use his warcry, putting you at a -1 energy disadvantage or UC/Transmogrify for a -2 disadvantage, but retaining your ability to use essential spells.
    You can also open with super tanky headhunter units such as Big Gay Al or Mimsy, forcing your opponent to deal with that situation, or risk losing multiple bars. Any of the Randy's are a good option here as well, they force your opponent to deal with them, as YPC and KotDE alone won't be able to stop one of them from walking up to their NK with their spawned units.
    Other tanky units that squishy, low-damage ranged units can't handle, would be PC Principal, Officer Barbrady, and units that charge towards enemies, like Dwarf King Clyde, Hercules Clyde, and Space Warrior Token.
    You can also immediatley play Imp Tweek after their YPC, this forces your opponent to play a ranged unit or lose a bar right off the bat. If they play KotDE, Imp Tweek can easily KO him unless he's targeted the enemy NK already. In which case, you're in the worst case scenario all over again.

    It isn't an ideal situation of course, but Dougie isn't the root of the problem, you just got hit with a very good, hard to pull off consistently, combo.

    With all that said you could just play your own Dougie after KotDE comes out, and gain a +7 energy advantage.
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