Removing inferno anti heal
How much would removing the anti heal from the ITowers affect the TH 10 attacks? Should SC look at this in a way of maybe balancing the huge difference between current attack power against defense power? I am too low to even consider the point of using the it's myself, but was just wondering.
i follow a lot of th 10 attacks both within my wars in past and on YouTube. Seems that the th 10 attacks are almost always a hard 2 star. What would happen if heals worked on a perma basis versus these ITs. I have heard in past that the anti heal was brought in as a counter for the hogs power at the time. Now since GBs do insane damage to hogs without a proper heal in place before hand, is the anti heal still mandatory as a defense against it?
Another suggestion for a tweak
Anti healing removed from inferno towers but with a twist
The damage that the inferno does cannot be healed during or after the impact so it effectively reduces the max HP of every unit it hits whilst still allowing healing against everything else that might be hitting at the same time
Mass hogs would still be useless because they would have no utility after getting through the core. Potential HP reduction would mean that a single giant bomb could kill a group of them or their Hp would be low enough that other defenses could shred them as they moved through the rest of the base
Additionally, as you could now do some healing, it would be possible to increase the number of affected targets (maybe 10 instead of 5)
In my mind, it still makes them a powerful defence to be feared whilst reducing the effectiveness of a tightly packed TH10 core with all the DPS in the middle
Before you tear me apart, its just a thought...