Since the addition of the extra air defences, I would suggest adding room an extra spell for th6, and Th7. Th6 should hold 3 spells, Th7 should hold 4 and so on.
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Since the addition of the extra air defences, I would suggest adding room an extra spell for th6, and Th7. Th6 should hold 3 spells, Th7 should hold 4 and so on.
This would be extremely overpowering at those town hall levels. Mass dragon attacks were already overpowering at townhall7. It needed the extra air defense to help counter that and help push up different attack strategies for that town hall.
No, you really don't. The balance is already pretty good, so changes need to be small otherwise they'll throw it off. You're asking for too much.
What I think they should probably do is give TH7s earthquake, and tweak the lightning spell or the air d HP so 2 level 4 lightning plus a quake would take out a level 5 air defense. This would enable TH7s to take out 1 air d and still have room for a rage spell, leaving them in a similar situation to TH8s when it comes to dragon attacks. This, I think, would finish achieving the proper balance for TH7 dragon attacks, which have long been the most out of balance thing in the game until now.
Since they gave TH6 a second air d, I think they may need to do the same thing for rage at TH6 that they did with freeze at TH9. Let TH6's unlock rage, but don't give the extra spell spot until TH7. This would help counteract the increased difficulty TH6s are going to experience with attacks that use balloons or healers. Giving a slight HP buff to level 3 and 4 balloons and level 1 and 2 healers would also help, and for that matter, level 5 balloons could probably use it to, or maybe TH8s should be able to unlock haste.
The other thing that could maybe be considered is letting TH7 unlock level 1 valkyries (but probably not level 2). And maybe TH6 gets minions and a dark storage.
I can see it feasible that TH7's might be able to get a dark spell in their cc....but that will be it.
TH 6 and 7 don't need an extra spell...they'd still be bringing the same number of spells into battle, it's just that TH6 would now be able to make rage, and TH7 would be able to make earthquake.
I'm not sure if this would be OP for TH6 but level 3 balloons were already pretty weak, and the 2nd air d is a major nerf to TH6's biggest weapon, the healer. For TH7 though I'm pretty sure being able to zap/quake an air d and still bring a rage would create the right balance.
I really hope they add these extra spells to Th6 and Th7. Healer would be rendered useless in TH6, and Balloons at TH6 are also useless with two ads. That is why it is urgent that they add the extra spell starting at TH6.
Currently our TH6 used hogs in their cc, mixture of giants, wizards, archers, wB, and one or two healers. Even with this, it did not guarantee a 3 star. Normally they would send their giants to go for their one AD, then the hogs after that using two heal spells and when the ad was almost out throw in the healers. Now I really do not know what they are going to do. If they would offer an extra healing spell I could see it working.
But my concern is essentially they created a Th8 situation with the extra AD. Healers are also out of the question for use with the extra AD in TH6, or TH7. An extra spell would alleviate that situation. It would still be difficult to 3 star a th7 base with all dragons but at least it would give them a chance.
When people finally arrived at th7 and got those lvl 2 drags it was like a milestone for them and they finally enjoyed 3 starring bases consistently until they reached TH8 where they had to use other war armies.