Why were healers made so ridiculous?
Once upon a time healers were affected by air traps, they were not nigh invincible in strategies like queen walk / super queen / giant-healer based attacks. It required a certain amount of strategy in where you placed those healers because they weren't going to last forever.
But no more! Now any run of the mill attacker can smack down 2-4 healers behind a queen or set of large giants with the confidence that they will last most if not all of the attack. Why? Because all of three (optionally four) types of defenses can actually affect the healers, and no traps affect them at all. (As a th9)
If the current update is trending towards the use of more strategic attacks with more powerful armies, why are the healers allowed to remain such a cop out? I say they need change.
I propose a few options:
Enable air traps against healers.
This is possibly the most simple option and decreases their overall survivability.
Nerf their healing ability (once again)
While this option may work, it may also make healers entirely useless.
Decrease their range and force them to switch target as often as they go out of range.
One current issue with healers is how far they may be away from the target they are healing, air sweepers are practically useless against them. Furthermore a queen is well within range to destroy an AD before the healers that heal the queen can be hit by that AD. A solution to this issue could be forcing the healers much closer to their target, and in the case they went out of range they would have to choose a new target.
Thanks for reading my thoughts before I go to sleep, but this has been bothering me for awhile!