As I said before and you took it as an insult ... learn to read.
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The inferno anti heal made rushing to th10 a better option. When I was th9.5, I regularly got steamrolled by the same army, 20-24 giant gibarch, but after getting lvl1 infernos, all I get are snipes and fail attempts. Infernos anti heal really made it almost impossible for giants to stand up well to my base
Doesn't the argument that queen healer would be op mean that you would have mostly a queen and healer and a few troops as mentioned backend extras. But would the healers take no damage from the AD, unless used perfectly. And then you would have the IT set to multi if it was, does that not mean the it would be targeting the healers and hitting rather hard on a troop that would not get healed itself ? Something tells me the idea of queen healer is set up with the idea that a very limited amount of possibilities would have to be played out. As mentioned also, without the healing the IT multi may need a tweak, but would be able to be worked around with heals in right spots at proper times.
Basing an argument that it would never work on something that would have to be a huge set of circumstances may not be the best way to say that it would never work.
No it doesnt you would bring what is needed. Assuming on a typical base you wouldnt have more than 4 point defenses together + xbows + some splash damage = 600 - 700 dps at any point, so about 8 healers should do the trick.
So that leaves 163 space to bring anything else you need.
No the healers are out of range of the AD when healing the queen. For the AD to reach the healers they must move to an angle on the side of the queen rather than behind her.
Healers have 1176 hitpoints so a multi inferno would take ~30 second to kill them .... take into account that you also have freeze spells and that a lvl40 queen using her ability can 2 shot an IT, I dont thing thats a problem.
Not at all, certainly bases would be set up to counter this but that would open them up to other strategies to be 3 stared. If you take into account that as it is now a well planned queen walk with 3-4 healers can take out 30-40% of the base on her own, removing the anti-heal from infernos I can easily see her going into the core and taking out the core of the base leaving only a ring of outer defenses remaining to be picked by hogs.
Not against any base. I'm talking exclusively about open bases. The ones that 90% of champion and above are using. Those don't have any spring traps inside and airdefenses are wide spread. So giants with healing and healers will cause chaos in them whether there are more defenses/lvls or not the number of giants + heals & healers will just 3 star a base like that with ease. I don't think this will happen anyway.
Better anti-queen healer solution, since that strategy doesn't really go with the spirit of the game:
Healers are thought of like guardian angels, that protect one troop. Their heal spells still do area splash, but only one healer will heal each troop at a time. This means that only one healer will lock onto a queen, but if you want to put three healers on a group of giants it will still work as SC drew it up (as long as number of giants>number of healers)
I completely agree, anti-heal was totally unnecessary, you would see it being use a ton at TH9, both in war and farming, and hogs were still used pretty often in war also. let you permanently delete all these private data that you don't want the public to know.
Hmm. Interesting one.
There would indeed have to be a major change in the infernos if heal were removed.
Many of the other points raised in this thread are rather difficult to debate, BECAUSE of the anti-healing.
Th10 CAN use big open bases, trying to make funnelling difficult, because Giants, hogs, valks, won't live forever, because of anti-heal. You don't see quite as religious a commitment to double GB spots....
Th9s can't use similar designs, as mass healed valks or similar would indeed rip them.
No, quealer doesn't work, because of time rather than anything else. I've seen someone pop a decent % 2* on a medium th10 with quealer, with all freeze. They froze the ITs periodically as soon as Q health was dropping.
Unless there was a massive change on top of anti-heal removal, I think 3* would become too easy at th10.
3 golem go-hog or similar would be that bit too viable I feel.
They need to change base. Like what they did when they introduce centralized hero, new air sweeper, additional mortars, EQ & jump remake.
They will need to change it because it isn't effective anymore, I would say it's actually good. It's boring to see the similar open bases that probably 70%+ TH10 use in master++
TBH, rather than removing anti-heal, I would rather reduce the anti-heal.
15% on lv 1
40% on lv 2
75% on lv 3
and keep 100% anti heal on single inferno on all levels
It will still keep healer and heal spell works to a certain amount at TH10 while also didn't make it that much OP like pre TH10. It will also kinda balance rusher who try to only get inferno. As it is now, even lv 1 infernos makes TH8 defences harder to be defeated with farming troops compared to max TH9