Healer and Archer Queen combo is too overpowered
The nerf supercell applied to obviously remove the archer healer strat didn't work at all as it is still going strong and should 100% be removed. People say that they should just build their bases to defend it but you can't, there's no way to take it out especially now that air mines don't trigger on healers. Clash of clans is supposed to be based on skill and strategy however this combo requires no skill, it's just have a high level queen, make a bunch of healers, watch them take down an enemy base. So please Supercell, nerf the healer so maybe after two healer stacks any additional no longer heal.
Queen walks require skills bro.
Quote:
Originally Posted by
presidium
The nerf supercell applied to obviously remove the archer healer strat didn't work at all as it is still going strong and should 100% be removed. People say that they should just build their bases to defend it but you can't, there's no way to take it out especially now that air mines don't trigger on healers. Clash of clans is supposed to be based on skill and strategy however this combo requires no skill, it's just have a high level queen, make a bunch of healers, watch them take down an enemy base. So please Supercell, nerf the healer so maybe after two healer stacks any additional no longer heal.
You need to carefully understand and utilise pathing of the queen to make her do what you want her to. It takes practice, time, and timing.
and no, there are bases which can defend against the queen walk, there are various ways to do so.... Build bases in which wall breaker AI ensures they don't open the right wall. Keep the de away from reach of the queen without entering the compartment. Use cc troops and your heroes to first force her ability and then have a tesla farm to fry her. There are multiple ways.
if supercell needs to really nerf or remove attacks, why not Gowipe and Gowiwi... They require no skill, just a finger.
I'm not mad. But I would like air traps to target healers again.
I do understand that the AQ and healer combo takes skill to execute properly, and that it can easily go wrong. The complaint I have is that it is next to impossible to get the air defenses to target the healers. When the queen is using a long range attack and the healers are healing the queen from a long range, the combined distance is too far for an air defense to reach the healers. This has always been a problem from a defense point of view. However, in the past a defender could at least have a chance by cleverly placing air traps to counter this. Now that air traps don't target the healer anymore the defender has a very small chance of warding off this type of attack.
I would like to see air traps target healers again for a couple of reasons.
- The attacker could still clear the way of air traps by dropping a loon or lava hound. It would add a little more difficulty to the AQ healer attack, but it could still be done.
- Right now the only troops that the seeking air mine can target are 1. Balloons 2. Dragons 3. Lava Hounds
- Right now the only troops that the air bomb can target are 1. Balloons 2. Dragons 3. Minions 4. Lava Hounds
When the attacker has a selection of 20 troops (including heros) to choose from, why do we have a trap that can target only three of those troops?
I'm not angry at people who use this style of attack. We all play by the same set of rules. Instead, I think they are doing a great job of understanding the game mechanics and using them to their advantage. That is what this game is all about.