Supercell seems to have trouble nailing down miners. They are either too weak or too powerful. They should leave the miners as is but change the housing space from 5 to 8 like valks.
Printable View
Supercell seems to have trouble nailing down miners. They are either too weak or too powerful. They should leave the miners as is but change the housing space from 5 to 8 like valks.
Why, though? What will it do? You're not answering a lot of questions here.
what's the rationale? i for one totally disagree.
Build 40-42 miners and some troops to clear CC and you can easily 3 star most bases. No strategy whatsoever.
What?!? Post a video of you using miners to destroy a decent th11. I'm not saying it's impossible but it's certainly not op. Not even a little. Max and even mid th11 shut down mass miners in seconds if the base is half decent. My base does anyway. Not that I'd know. I sit anywhere from masters3 to titans 2 and hardly ever see miners. In fact, I'd say they need some kind of buff to really be viable in clan wars. On topic, an increase of housing space to 8 would earase miners from the game. They would not get used without a major buff.
Miners got nerfed and are now underpowered.
There was a miner event a little while ago, cheap miners, and they were pretty good for 2-starring, but not 3.
They need something ahead, like hogs, and then you are using miners for cleanup. They are better than wizards in ignoring walls and not clumping, but for cleanup, mixed bowlers/witches with 2-3 wizards serve better.
I think the only problem with Miners right now is that they are difficult to use with regular armies, albeit fun. The majority of people at TH10-11 simple bring 30-40 miners, and I'm glad they were nerfed to the point where simply spamming them doesn't work. But, even in regular armies bringing 15-20 is difficult to work with. I see more rage and freeze spells than any other spell at TH10-11, and people usually forget that regular troops are slowed down by walls and the miners can simply go under them while in a rage spell.
This leads to separation, and even if players bring a heal spell they have to use it on only the miners since they'll be away from the other troops. I find it best to use miners as a calvary/surge troop like hogs, and do a better job clearing a side sometimes since they take less damage by going underground. The defenses will constantly switch between different targets and will allow the miners to sneak up on some defenses. I've seen surgical minors do just fine with valk-based armies at TH10, TH11 is honestly messy. The problem usually comes from the player, as you really need to know where your miners are going to go on a base.