Originally Posted by
Rookie652
In the upper th11 and th10s, queenwalks have been requirements for a good attack, and have become a must for a 3 star in war. This lacks diversity and makes the game very stale, so I propose a two-fold solution to the problem.
1 Archer Queen Range -1 tile
Heroes being healed by any healing effects will only receive half the heal
Both Heroes and Healers are in good spots. but the ability to heal the heroes without end becomes a bit troublesome. (there is a reason you only get 1 hero.) A heal reduction, in combination with a 1 tile deduction will make the attacker use more precise placement of the hero. This allows for counterplay, as the attacker has to take a bit more care to ensure the Queen stays alive. i.e, she now just can't absorb Everything (cannon, double cannon, mortar, x-bow, archer towers, ) and keep sniping. The attacker will have to lend support, whether in the form of a distraction, tank, or Freeze/Rage, or deploy her in a less dangerous area. I know it is a big change, but big changes are required for big problems such as Queenwalk.
P.S. Raged Healers will still deal plenty of heal to further protect the Archer Queen. and if there are no defenses near her, (because she is firing at a wall) healers can still heal her back to full health easily.