-
Balancing Changes
Not sure why I bother as posts like these don't generally create interest but...
as a Th10 player anticipating the next update I am hoping for more balancing type changes before any new Th level. Honestly I have not interest in Th11, not unless loot gets a huge boost (I find grinding a bore now)
At Th10 your options for raiding are limited.
1) Full on out attack - all your spells and heros aiming for maximum damage against a storage base plus loot bonus.
2) 50% raiding with barch or loonion looking for inactives or just aiming to get the loot bonus at higher levels.
What is missing is farming storage raids. Infernos pretty much kill that at Th10. You either go big or you stick to the outside of the base.
For those full out attacks you have 2 options
1) GoWiXx variation
2) LavaLoonion
So here is my proposal
Healer
1) Add a 5th level. Healers can't keep up with max point defenses. This would make them manageable against Th10 bases with certain designs. It would also make level 7 giants more of a boon than they are. Even with the sizable state boost they just aren't up to muster for strong Th10 bases. A healer level would functionally be a giant boost as well. (Not to mention high level heros rip through a healer's abilities like hot butter)
2) Change her AI - On the offensive have her prioritize heros less than regular units. I know this happened recently but at high level play the healer has a fatal flaw besides 5 seeking air mines and 2 disco infernos. Honestly if your smart you can make her work despite those things. However, raid after raid that I use her (and I do) her single biggest issue for me is that she gets stuck on my heros.
At lower levels this really wasn't a major issue because I either didn't have heros or they were a much smaller part of my attacking force. But when you get to higher levels you really need level 20+ heros to tackle strong bases. Their also critical in your main attacking force. So keeping them back isn't a great idea, but with that penalty on healing they can pretty much make your healers worthless.
Dragon
I know some people will disagree but give the dragon another level just like PEKKA. Dragons were marginal before Lava Hounds and now they are more so. Why on earth use these elixir drains when balloons are more effective and cheaper? Sure you need to add in some DE but for the reliability its a small price.
Valkyrie
Valkyrie are strong. However they have an AI bug that I hope SC addresses. When attacking buildings, if the targeted building is destroyed before the Valkyrie finishes her rather long attack animation she will do no damage to any of the buildings in her attack radius. If this happens in the middle of her attack she will actually finish out the attack, do no damage, before moving on. Make it so if the Valkyrie has attacked she still does her splash damage.
Vs CC troops it would also be great if she still used her AI. I haven't play tested this so I don't know the practicality of it. However, her strength against CC troops would be greatly enhanced if she charged into the center of that horde of archers before doing her whirlwind (which is often like half a step). You'd have to limit it so she didn't do the same thing as in my first point.
I think a 5th level would also be appropriate. A minor boost though, akin to Wizards level 6. Mostly for the HP against high level defenses because at Th10 she pretty much losses her ability to function as a tank. Anything major would be over powered though.
Anywho, food for thought