Help balance TH10 offense and defense by slightly nerfing multi-infernos
The reason why TH10 doesn't even have half the number of 3 star strategies as TH9 is because inferno towers make traditional kill squads much harder to use. The multi inferno can ignore the 1-3 golems you use to tank and kill your dps troops (wizard), then prevent your backend troops from getting healed. This is why TH10+ 3 star attacks mostly revolve around spamming valks, bowlers, or miners. (Goboner works because bowlers are a direct upgrade to wizards against ground targets and can destroy inferno towers before the tower can destroy them, and miners are a direct upgrade to hogs because they can ignore multi infernos completely while underground).
Now that miners and bowlers got nerfed pretty substantially in this update, I think it would be fair to reduce the number of multi inferno streams to 3-4 instead of 5 help make other 3 star strategies more relevant. Thoughts?
I also realized that nerfing multi infernos will help make single infernos more relevant because golem-based killsquads will become more popular. That way, we won't have a defense meta where using single infernos is unthinkable. Don't get me wrong; single infernos don't need a buff and are still very powerful in their unique way by being able to kill golems in a few seconds, but multi infernos are also very good at rendering tanks useless because they can ignore the tank and kill everything the tank is tanking for. Sure, the golem doesn't die, but what good is a golem that doesn't tank for anything over a golem that dies in a few seconds under a single inferno?