I would like to see this just to see what people would do to counter infernos.
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That is merely a buff to make them last longer, however their ability is still flawed as stated in my first post. Healers currently love to follow a single hero, golem, troop, or a rogue group that was going to be killed anyway. This is a suggestion for that.
:caticon:
To balance this maybe they only target 2 groups and do splash heal?
375th post!
A group already can consist of quite a few targets, I'm not really a fan of splash heals as I can still see healers going for rogue groups. I think the numbers just need balancing. However the suggested 2 groups isn't OP just not sure how well it would change healer AI. Thanks for input!
:caticon:
I would decrease the number of troops she can heal by half.
Just stopping in to provide my feedback, as I'm a TH9 that still does the occasional giant-healer raid.
My feedback is that this is a bad idea.
I think the fact that healers are susceptible to drifting is actually a very good thing because it forces you to incorporate strategy and planning into your healer usage. Accounting for the fact that they drift is part of being an effective healer attacker. All this suggestion does is make it easier to use healers, eliminating some of the planning and deployment technique necessary to skillful attacking. You shouldn't be able to just drop a troop and have the AI do all the work for you.
This healer behavior is not dissimilar to pekkas wandering, which is also a good thing. Pekkas' susceptibility to uselessly wandering around outside the base when you want them to go to the core means that you have to clear out the side buildings to funnel your big troops into the core. If this wasn't required and the big troops always went straight for the core, there would be less to differentiate a good attacker from a bad one.
Both of these troop vulnerabilities add an extra layer of strategy to attacks. Supercell, please don't dumb down the game with this idea.
Having gone back to trying healers, the problem is that healer-Giants don't do enough damage and you too easily run out of time.
Maybe be high THE battles need more time.
Usually, I see lvl 8-9 failed battles end with the attacking army destroyed, except for when there are healers, when the army runs out of time, and sometimes a slow dragon left along runs out of time.
Glad I could be your first topic to post in :o Which group a healer decides to heal is usually random and not strategic. Now sometimes you can plan it out and watch the healer work as intended but other times she'll stray entirely from your great planning and just go rogue. This suggestion isn't an over the top change, it merely makes the healer do what she's suppose to do, Heal!
We have tanks that do their job, we have effective DPS, now we just need a better heals (Tauren Druid for life here ;)) All this idea is suggesting is that the heal centralizes herself, being more effective in group heals while still allowing for strategic placement as troops do spread out alot in a raid and you still have to account and plan for this.
I'm all for making the AI work for me (Valk user here) and not making the AI do the work. But it's just silly how the healer currently works. I want to use healers in more than just 1 strategy, and this change would certainly help to broaden up what she can be used for. This wouldn't dumb down the game, it would simply encourage her use in higher level gameplay.
Please dont post irrelevent ideas in my thread :facepalm: Healers giants should include more than just giants. But when you try to include wizards, valks, ect. You get her going rogue, Time is a totally different issue which I do not agree is a problem.
Multi target?Yay!
Oh damn you Inferno Tower...