Just drop n watch then rage healer. I get u like attack. But it's no skill
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I do apologize if I missed the other post that you are referring to. I do try to search around to see the most appropriate thread to reply to.
You did say that every seeking air mine would take out a healer. Okay. That would give the defending TH9 player the possibility to take out 4 healers with seeking air mines, because 4 is the max number of seeking air mines for a TH9. However, an attacking TH9 can hold 15 healers. Not including the Clan Castle. To me, this doesn't seem like a fair balance. But, if the Seeking Air Mines did target Healers it would at least give the defending TH9 player a chance of defending against this attack.
You said that nothing else would tank for the healers. Like I said, the attacker could still use other air troops like the balloon to clear the way of air traps. While this isn't a 'tanking' troop, it does clear the way as a sacrificial troop. And there is still the Lava Hound as an air tanking troop, or did you conveniently forget about that one?
You were correct in assuming that I am not a TH10 or TH11. But I think it would be poor practice for a company to only balance a game based on the top players. It would be in their best interest to balance the game for all town hall levels so that the game is enjoyable for all to play, not just the top players. In this way they would be better equipped to attract, and keep, new players playing their game.
You are right that the Inferno Tower will basically put an end to the Queen Healer combo from destroying my TH9 base. But does that mean that a TH9 shouldn't have any form of decent strategic defense against this style of attack from another TH9 player? My opinion is "NO."
Please don't get me wrong. I still consider Seeking Air Mines and Air Bombs to be important, but I think they would be much more useful if they targeted the Healer also.
I understand that a LavaLoon attack is very powerful and something to be worried about from a defensive point of view. But that style of attack is also very expensive to do. I think that the more powerful an attack is, the more expensive it should be for each attack. That is why the GoWiPe attack, that is capable of getting two stars on a regular basis, is justified. Because it costs a lot in resources. The Queen Healer attack is very cheap in comparison to the GoWiPe or the LavaLoon attack that you mentioned. It doesn't cost any dark elixir and the Queen can regenerate at the low cost of time. No resources necessary except for a small amount of some common elixir.
So once again, I think that the air traps should be able to target the Healer. It would bring the Queen Healer attack combo into a better balance with other attack strategies and base defenses. And this would bring the game as a whole into a better balance.
Wow, upgrade to max TH11. Why didn't I think of that? You see I got to my TH level and thought, "This is as far as I want to go." (Extreme use of sarcasm here!)
For those of us that didn't start playing this game on the first day it came out, or who don't pay for gems, it's not possible to go to max TH11 at the snap of a finger.
Sabre makes great points. I find it extremely frustrating and discouraging when high level queens with 4 healers can render a base defenseless. As a th9, I get slaughtered by th10/11s who merely queen walk their way to a 3 star. I'm not saying both of the air bombs need to be able to target healers, but we need some compromise and bring back strategy to the game. If you think putting a queen down and letting 4 healers keep her alive while "guiding" her is skill, then you neither have the comprehension nor the aptitude of what "skill" is.
This is a strategy game. Nothing ruins a game quicker then when people find an exploitable strategy that renders "skill" uneccesary. Isn't that the reason they nerfed TH sniping?
My two cents.
I built air defense for nothing. Plz nerf healer numbers to heal ♥♥♥♥ing archer queen.
the problem here isn't the queenwalk. currently air traps target healers and my queenwalk consistancy has gone down. i love seeing a th9 queenwalk my max th9 base. when they are successful is a really cool raid to watch. when i see a th10+ hit my base it's boring and discouraging reguardless of the army composition. so my point being there should be trophy range for each town hall level so bullying doesn't happen. it doesn't take much kill to attack a base below your town hall level
queenwalk to laloon is currently a useless attack because queenwalk doesn't finish charge due to air traps being soaked up. yes, air troops have less air bombs to deal with but dealing with 1-2 extra air defense because of a failed queen charge is so much more difficult then a few air traps. Air trap could stay to counter laloon if supercell would make a separate trap for healers. suggested this awhile ago. black hole trap that would not harm healers but would remove them from play for 2sec. this would force attackers to quickly use queen ability early or use some extra troops to protect queen.
what i can advice u is, learn how to build a base where u can hide your air def out of queen to reach, and difficult to funnel.
or else, build a base where ppl can get only 99% using QW
Its actually NOT OP. People try it all the time on my base and it has had mixed results. But I would say at least 60% of the time it fails to do much. With enough defenses trained on her the healers cant keep up. Every base has some weakness to QW (SQ) but a well designed base has far fewer. If your base is constantly getting whacked by QW then the true problem is your design or your layout.