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.
As a th8 I have 3 mini accounts, my th7 was almost maxed when receiving the update.. I can conclude that my th7 with level 2 dragons can 3 star a maxed th 7, a new th8, or mid- level th8 but I have to use all spells to successfully 3 star non rushed th8s with good bases... I'm not sure an additional spell is needed but with attacks with giants there might be some troop space needed for an additional healer. Dragon attacks are expensive... Using them all the time is a burdon...
Personally I don't like having a 3rd air defence as a town hall 7..its awkward and I'm just now sure where to put it.. But I'm sure I will figure it out as I tamper with it a little more... All updates take getting used too. Clash on
Mark my word, in about a month when all those extra AD's are maxed you are going to hear a lot of people complaining about how difficult TH6 and Th7 is now with the extra AD. We should be proactive and at least be prepared for extra spell space or troop count in th6 and th7.
The level 3 clan castle should get a dark spell spot. And I agree that once all the TH6/7 have maxed their AD's that it will become a much harder feat to 3* them. Giving TH6 a dark spell would enable them to zapquake one of the AD's on a TH6 which would in turn mean that they could 3* by hogging the other one and looning the rest, but they'd also have no heal spells. A TH6 could also take a poison to help with a much faster kill of the CC troops. It's not hard to kill a max dragon with level 3 archers, but it takes a long time.
A TH7 could get a zapquake and have a rage. This would probably make 3*ing a maxed TH7 more feasible but it's also harder than the previous zap one, dragons on one spot meta. Also a TH7 with one dark spell could 3* more of the mid to high th8s which aren't running an anti-drag base.
I do think that Level 2 hogs will now become the easy TH7 3* goto strategy. I'd be happier with an extra TH7 dark barracks than an extra spell slot tbh.
TH7 is well balanced now with 3 Air Defences, Dragons will no longer be able to simply steamroll any base TH7 any more.
TH6 might be different however, but there aren't many TH6 players that are serious players, and people usually ignore and discard it, because most people do not spend much time at TH6. TH7 is more significant because Dark Elixir is unlocked, along with 3 New Troops, a New Army Camp, and much more. All TH6 gets that is significant is another Spell Factory Level, and 1 New Troop.
I think the extra AD for TH6 killed TH6 giant-healer, unless they have access to CC hogs. But adding a spell is not the answer.