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Trip the walking queen
As most of us up here in Titan know; 4 healers, 1 queen and multiple max Valks 100% nearly any base. Its time to make this strategy MORE INTERESTING!
To defend, there are only few defenses to take down a healer;
*skeleton traps set to air
*any CC from ground to air (dragons don't kill or minions UNTIL LAST)
* air defenses (the queen usually gets there first).
* inferno
* arch towers
*x bows
*air sweepers don't help in ANY regard of air defense @ th10 and above; too short of range..
What the defenses lack;
* xbows concentrate on queen first (air and ground setting); not the healers.
* Range of air defense (again, nothing to take healers down yet).
* air sweepers are not effective when the queen can't die taken out BEFORE effectiveness.
* Eagle D doesn't activate after 4 healers and queen dropped with a few wall breakers.
*inferno range - too rare they will reach healers.
More an more, the queen walk has become common attack. Its pretty simple, but I believe its time to yield from the defense stand-point. Fun strategy. Its just THAT TIME to promote new strategies (like was stated in another update "healers will have less affect; well, this was NOT enough).
Possible remedies to keep the game fun;
*more skeleton traps (3 are not doing for air or ground. make 3 air or 3 ground with more damage made on either platform)
*air defenses given wider ranges to give a "fair chance" to hit healers with possible more damage to healers, like the PEKKA to Tesla.
*if not above suggestions, yield # of healers per single troop/ 5 troops; increase troop size.
Time to get people thinking instead of healing a friggin hero! Want to see us move forward. Thank you.