I'm sorry for the dude, that was a poor choice of word.
But to end my participation in this thread : even if you are many, it's the dev team that state that fact about common VS rare, epic and legends, year ago.
So, even if some of us agree with you, you're simply wrong.
Again, commons are only there to start your deck when you begin this deck.
(I'm a free to play player, I play one common -sally-, who's not OP but have a purpose. Like all commons should be)
Im not trying to be annoying but Syfy needs love man nobody is afraid of sci-fi cards I got level 3 Mecha Timmy and level 3 6 element Randy and the Spells for Syfy are just trash mind control should heal and speed up the control unit so that they're not crawling across the board to get one hit before they lose the mind control, poison is cured with purify and since players play a deck that cost like 3.3 they can purify all day so alien queen red doesn't work and neither does a level 7 poison. Also sci-fi desperately needs a cancellation card. I like to play Just sci-fi and I can't it puts me at a huge disadvantage at 5,500 rank. I believe that with the difference in spells like freeze and mind control and poison that I should be able to create a good deck but instead I'm forced to have to use other themes. This is important mainly because sci-fi is so weak
@OP
Powerfist Dougie is actually super easy to counter as are all of the Dougie cards at this point, with the exception of shield shenanigans with Kyle or Paladin Butters.
Specifically, Max lvl 5 Dougie dies to one hit from any Max lvl 4 assassin + a zap or two from a level 19 NK.
In addition, Arrowstorm, Lightning Bolt, Unholy Combustion, Transmorgrify, Mind Control, DKC, Le Bard Jimmy, a well placed Dogpoo (hindering Dougie's path with just enough time to get a hit in before the freeze) all counter Dougie easily. I'm pretty sure I missed a few other options. When you counter a Dougie with a warrior or assassin, you're at an advantage because you have a unit on the field and often a positive energy trade.
In short, Dougie is actually a high risk/reward card currently. You may get a bar, or you can end up at a 2-4 energy disadvantage with a counter push heading your way... or you can be MCed and lose a bar outright yourself.
Errm, no? Maybe works with the glorious mystic epic assassins but neither paladin butters nor princess kenny maxed out level 6 will be able to kill it in time. I just made that exact play myself and dougie just about survives, freezes NK and butters then takes the rest of the phone (and a bit into the next).Originally Posted by Mamey0 Go to original post
Agreed. Right now the rare UC is much better. Yes, Trans cancels deathwish, but at 5 cost, the only high enough cost deathwish units to be worth it are Barbrady and Slave. Pope Timmy should summon the last unit who died in whatever form it was in, including a snake or rat! With how rampant Pope Timmy is, that would make Trans truly worthy of its epic status!Originally Posted by piscapoe Go to original post
I didn't say anything about common assassins. Max lvl 4 epic assassin does get the kill with NK zap assistance. Cyborg Kenny gets it. lvl 3 legendary works as well (inuit and hankey)Errm, no? Maybe works with the glorious mystic epic assassins but neither paladin butters nor princess kenny maxed out level 6 will be able to kill it in time. I just made that exact play myself and dougie just about survives, freezes NK and butters then takes the rest of the phone (and a bit into the next).
Even with common assassins though, summoning either pair of 2 cost commons is equal energy cost and kills. Then you're left with two assassins on the field. It's still a net positive play for you.
If you can't kill Dougie it's because you're misplaying, not because Dougie is OP. You can be forgiven for letting the first dougie go through I suppose if you get a little excited early in a match and tap your energy out or don't have your counter in your hand but you should absolutely never get hit once you know the opponent has a Dougie.
I agree that Pope Timmy should go back to costing 7. If that is done, leave the warcry speed alone. The added cost is enough.Originally Posted by piscapoe Go to original post
PowerFist Dougie is pretty much a lost phone for lower level players. He's one of the fastest Dougies, both in moveement and hit speed. I could see slowing his him down some.
I do that and it works, maybe it is a random bugOriginally Posted by nik_lin Go to original post
DKC is my way to stop dougies, it has never been bugged.
By the way, I have seen dougies walking after them first hit, that is right, but if a dougie breaks a phone while been covered by a shield, so he fly away because of the explosion, he should walk to the new kid, but he starts running fast again, I really think that is a bug.
Thanks, good to know.Originally Posted by EldinenAT Go to original postFor me it has never worked with DKC. Perhaps there is a race condition with the warcries, a lot of shady stuff going on under the hood in this game...
And yes, once the dougie is knocked back (after taking a phone) he should start walking again, which is what I have seen so far. I think someone else actually mentioned the scenario you just explained in a different thread and thought that was correct (and that the bug was when he DIDNT start running again at once)
In my case it is the DKC who walks away (after doing 0 damage) while the dougie keeps rolling as if nothing happened.