I've seen these bugs for a long time now and I believe I ought to bring them to your attention:
DKC has 2 major bugs:
when he is deployed and starts rushing somewhere IF AT THAT TIME he's mind controlled and I purify him before hitting anyone, he continues to rush towards an enemy even after the blow ( which by the way is just a simple hit and not his mighty blow ).
Secondly, lately when I deploy DKC he rushes to an enemy and suddenly, for no reason, he stops and walks casually to normally hit him. At first I thought he might have killed a weak target that died before I even saw it, but it just happened very clearly for no reason.
Thirdly, Imp Tweek is a very glitchy card. I've seen the enemy I teleported just blinking very fast where he was before.
I've seen incoming projectiles vanishing because his teleport kicked in.
And most importantly and probably intended ( although infuriating ) there is a second delay before the model of enemy teleported vanishes from terrain leading my units to attack thin air, wasting time while the enemy is safely transferred. Make the model disappear faster please!!
https://forums.ubisoft.com/showthrea...Clyde-glitchesOriginally Posted by MyApolo***z Go to original post
As far as Imp Tweek is concerned, I think that's all to do with the nature of the card. Once a unit starts its attack animation, it continues to complete that animation even when the target is no longer there. You'll see it happen when a unit starts to attack another unit that then gets killed by other means or another unit, the first unit finishes its attack on a now-dead unit instead of stopping to move towards the next unit. Many times I've used UC to remove a unit spawned in front of the NK, only to watch my unit finish its attack on the unit I just killed, giving my opponent time to spawn yet another unit to stand between my unit and NK.Originally Posted by MyApolo***z Go to original post
The delay is deliberate, to give the opponent a bit of time to respond to this new development, to avoid Imp being OP.
As for projectiles, I use Imp in my main deck, and I've seen projectiles hit the unit I swapped with before they fade out, while they're fading out, and even after they fade out. Depending on exact timing, sometimes they receive damage, sometimes they don't. Same with melee hits. I've even seen a ranged attack from one of my units target the location where I spawned Imp, dealing damage to the card he swapped with before it even appears in that location.
I have no comment regarding the blinking issue, as I have never personally experienced it in the several months I've been using Imp in my deck, so it must be either a problem only for a small number of users, or perhaps a visual glitch.
Other than that blinking glitch, everything else is pretty much just normal behaviour for the Imp Tweek mechanics, whether intended or not. But if they are unintended, I have yet to see any indication of this among any bug reports, so I can only assume that it is working as intended.
We had a long discussion about this in:
https://forums.ubisoft.com/showthrea...arcry-problems
Also re made the post here, but without answer:
https://forums.ubisoft.com/showthrea...ules-Clyde-DKC
So my guess is that it was noted, just not a priority atm.