Thanks for putting so much detail into the thread as it is something we rarely see! Unfortunately I think that healers are overpowered as they are and although I like how you merged them, I don't think a new level is necessary. Sorry
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Thanks for putting so much detail into the thread as it is something we rarely see! Unfortunately I think that healers are overpowered as they are and although I like how you merged them, I don't think a new level is necessary. Sorry
I'd like to make it clear that I appreciate the level of detail as well, but I can see through this as an elaborate ploy to completely nerf Queen Walks out of the game, which is one of the most fun things about the game. The justification of "they arent used enough" is hollow because healers are a part of the giant+healer attack starting at th6 and continuing on throughout the rest of the game. The perception of them being underutilized at th7 is mostly because town hall 7 is all about dragons and air attacks and healers dont heal air troops. In a gowipe at th8, it is not that healers are useless but that camp space is at such a premium. Golems and pekkas eat up the cap really quickly. Astute players realize that a few giants and a healer provide a very similar meat shield to a golem to use an attack very similar to gowipe prior to getting the golems upgraded to level 2.
At th9, healers bring in some really fun strategies that are aided by a kill squad led by the king and queen with supporting healers. There is no need to remove queen walks from the game.
I see. I will change a few things about these healers, don't worry, not much more than I already have. Seems like I should increase the amount of healers before the cuts begin, maybe another 2 healers. I also use healers at th6 and th7, but not as much as I used them before the update that changed farming. Also, hadn't known about the Queenwalk, so I will change that as well. However, I don't promise to change a great deal of things, but I will change a few mechanic additions, such as self healing and targeting heroes last, since many are lead by(or include) the Archer Queen and Barbarian King at town hall 9 and 10. There are some players that completely stop using them when they gain access to heal Spells, though, so keep that in mind, which is why I brought this up. Soon after I post this, I will change a few things for the healers, maybe even add more stats for lower healers too.
I dont mean to be rude when I ask this, but do you even have max healers *now*? If you werent aware of the queen walk, I am assuming you are either a th7 or th8 player (if so, take the fact that you dont know what it is as a *good* thing. That means you havent been hit with it.)
There doesnt really need to be a level 5 healer. You would have to be at least a th9 to train it anyway, assuming it were added. The nerf to multiple healers in a prior update that starts to reduce multiple healing effects by healers after 4 ends up being pretty darn balanced. Th8s and th9s hate being hit with QW because there is very little you can do against a skillful, high level Queen Walk until you get infernos.
Healers never really leave the game except for someone obsessed with air attacks and hogs(like me) throughout th7 and th8. Healers dont help for these types of attacks and they shouldnt. They shouldnt heal other healers and the fact that the mechanics you are proposing have to be so complex to even try to maintain game balance should be an indication to you that you arent really heading in the right direction.
I, unfortunately, am a th9 player, but I have never used or seen this technique. I will also change some of the mechanics to correct some...errors I made with them. In the meantime, just make sure that the rest of my posts aren't like this one, if you don't mind. I would really hate to have to change all of them because of one small detail I find was wrong later on. And no, I'm just one level short
What are your thoughts on this idea? Too OP? Too detailed? Too confusing? Just let me know!
I like the idea of a higher level but still think the idea of two modes would make for a great way to scale the healer. See: http://forum.supercell.net/showthrea...levant-for-th8