Perhaps SC should consider seeker air mine to be able to hit healer again; but only lv2-lv3 seeker air mine... Also, the remove the healing penalty of multiple healers.
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Perhaps SC should consider seeker air mine to be able to hit healer again; but only lv2-lv3 seeker air mine... Also, the remove the healing penalty of multiple healers.
I thought the reason the healing penalty was imposed on multiple healers was as a part-solution to the queen healer rampage?
I personally tend to agree with the seeker air mine suggestion myself actually - but I never read the original threads on why it was introduced in the first place (I was told that it's because healers at that time needed to be buffed).. so I don't think I would be in a position to say much about that lol
Supercell has nerfed super queen with the last update as we all know, which was being abused for sniping de storages mostly. They wont be nerfing aq healer strats any further as they don't want to kill 3 star queen walk strats. Walking you're queen at th10 is pretty much the only way to 3 star a max 10 and it's also incredibly technically difficult to pull off. A perfectly balanced strat.
The nerf to Quealer is already done. QueenWalk is here to stay because it requires skill.
My idea to level it is make AD range long enough to hit the healers of the queen shooting it. Missles go farther than arrows anyway, that's why we use them. Why should Archer tower, AD and air xbow all be 10? Something like a range increase at a high level AD should work. Atleast then y'all cracy queen skills will involve some hogs to deal with the only threat on the board.
Here I see tons of people calling the attack the "Queen Walk" when I always called it "Royal Angel."
Call it what you will, it's cheese. An invulnerable Archer waltzing down bases? The fix was ackwardness, give ads a shot at her and atleast then it's a battle, or if not longer AD, how about shorter healer range? It's not a strategy, its a glitch
ADs shooting beyond the AQ's healer range would probably kill the strategy too much.. It's already hard enough to pull off at the moment (vs TH10 at least).. but it should be a viable one that can still be pulled off..
I was actually thinking of making healers fly slower slightly.. so if they get pushed away by air sweepers.. there's a longer window of opportunity to take the queen down perhaps.. that would mean air sweepers positioning would be quite important and adds another layer of strategy to countering Super Queens
I would prefer Queenwalk to be most effective on derelict bases that have no traps on. If healers can be targeted by SAM, from now on they have to add some lava hounds to take the hits. I don't want to kill queler tactic. I just hope it can be further... Balanced properly.
You guys are talking about nerfing a 2 start strategy. Anything can core a base while farming for 2 stars. You can even barch and core a base with jump and heal spells. Let it go already.
This would be the result of a further nerf, killing the most beautiful 3 star strats in the game at th9, 10 and 11.
https://m.youtube.com/watch?v=WzR2SLIPyH4
Queen healer combo is just fine. I use it and win with it, AND fail. It's not easy (lvl 20 queen), and doesn't need to be nerfed again.
I just failed horribly using the Queen healer combo.. because I forgot to bring a poison and ran out of rage spells.. and out from the CC came a maxed pekka.. lol.. *I only had 4 healers and had a lvl 15 aq only*.. and some minions for funneling.. not my best performance obviously..
Eeww a might failure :v
You still need to bring few backup troops. However, lv30AQ with 4 healer is nigh invulnerable so far. I've been raided 3 times by them and suffer total destruction. I guess hanging around at master I as two week th9 is bad for health indeed