+ Hogs with enough buff on HP to make them usable vs infernos and TH10/TH11 defenses.
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+ Hogs with enough buff on HP to make them usable vs infernos and TH10/TH11 defenses.
Just off the top of my head:
1.) hogs hp buff like billius said
2.) new camp lvls that's 3 per camp (total troop space 252 max)
3.) new CC lvl, unlocking 2nd dark spell slot (no new troop space)
just throwin out ideas :thumbsup:
TH11 needs:
-1 more Inferno
-1 more Sweeper
-30 less seconds on the attack clock
-1 more Wizard tower
-5 more Seeking air Mines
-5 more Spring traps
-1 more Eagle Artillery
-Eagle Artillery activates after 20 troop space deployed
-Eagle Artillery range is infinite and can attack your base while you're attacking their base.
TH11 needs more defenses. Just sit back with a glass of ice cold lemonade and let your base do all the work. Attacking and 3 stars are stupid!
Th11 offense buffs:
-new army camp so that we have 300 spaces
-new sf level for additional spell slot
-new cc level for 40 spaces
-new golem level, hp buff to golem and giants
-miner, witches dps buff
Th10 offense buffs:
-giants, hogs, golems, hounds hp buff
-wiz, miner, hogs dps buff
I was also thinking that the L7 heal could heal under infernos but at 25% to 50% the rate of a regular? yay or Nay?
Could be easily counterbalanced with 3rd inferno, buffs to all TH11 defenses with 300 troop space. The main problem with TH10 and TH11 balance right now is that everything is almost the same. Buffing troops and defenses massively is the right step for SC, instead of changing troop mechanics
The recent example of bowler nerf is the prime example of this. Bowlers needed a 10% hp nerf for lvl3, but since lvl2 and 3 is so close together (note that lvl2 isn't near overpowered at all), they needed to nerf lvl1-3 altogether.
TH11 defensive counterbuffs:
-3rd inferno
-20-40% increase in dps of all tower
These are to balance against the 300 troop space. If defensive buffs are too much, then add more levels to troops or buff existing TH11 troops