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Thread: Is it time to remove anti healing from inferno beams? + Ideas

  1. #11
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    Quote Originally Posted by BrandonKelly View Post
    I dont see any reason to take away anti heal from inferno damage. That would take away from the overall planning of strategies necessary to take on such monstrous defenses. The idea is to make you as the attacker to figure out the best way to approach those defense within your planning before attacking it. I'd recommend you to take a look at some youtube videos demonstrating attacks on th10s and th11s and keep a good eye on how they use freeze spell first and then throw that heal down in order to clear an inferno and reheal their attacking forces all at once.
    You say when freeze at max lvl my be true

  2. #12
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    Quote Originally Posted by BrandonKelly View Post
    I dont see any reason to take away anti heal from inferno damage. That would take away from the overall planning of strategies necessary to take on such monstrous defenses. The idea is to make you as the attacker to figure out the best way to approach those defense within your planning before attacking it. I'd recommend you to take a look at some youtube videos demonstrating attacks on th10s and th11s and keep a good eye on how they use freeze spell first and then throw that heal down in order to clear an inferno and reheal their attacking forces all at once.
    I know how to use spells thanks.

    Something needs to change at high level. The facts/stats are there for the public to see. There is no point in arguing that everything is fine atm, because it isnt. The purpose of this thread is to provide an idea to regain balance to high level play which severely needs a fix.

  3. #13
    Forum Elder MrMechEngin's Avatar
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    No, that would render multi target mode useless. Heal needs to be updated if we are to be stuck with the cannon buff crutch. I would not be opposed to max freeze being buffed 9-10 secs would be awesome. But the whole reason TH10 gets the 5th spell is to counter Infernos.

  4. #14
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    I dont think the anti healing effect should be removed, but they should make it so that once the beam stops, either from a freeze or from killing the tower, the anti healing effect ends immediately. As it is now, your units still cannot be healed for 1-2 secs after the beam is off your units

  5. #15
    MasterCal
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    My idea for Inferno is not to completely remove the anti-heal, but make it so if a unit is being healed, it only receives 33-50% (I can't think of balanced numbers at the moment) of what it'd normally get if not being shot by an IT

  6. #16
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    Quote Originally Posted by MasterCal View Post
    My idea for Inferno is not to completely remove the anti-heal, but make it so if a unit is being healed, it only receives 33-50% (I can't think of balanced numbers at the moment) of what it'd normally get if not being shot by an IT
    That could be a good idea, added to front post.
    Last edited by HeyItsJack; November 30th, 2016 at 02:39 PM.

  7. #17
    Forum Elder StanDadVille's Avatar
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    Am I the only one still using single-target at TH10?? They're great against the big units; especially heroes

  8. #18
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    Quote Originally Posted by StanDadVille View Post
    Am I the only one still using single-target at TH10?? They're great against the big units; especially heroes
    But 1 skelly spell or mass of troops like hogs or valk rolls singles. Multi is always better in 99.99% of situations. You dont even need freeze spells against singles as long as you take them out quickly.
    Last edited by HeyItsJack; November 30th, 2016 at 02:45 PM.

  9. #19
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    Inferno Multi-target could have more targets, but less damage.

    That would help with the healing, and still cannot be taken down by skeletonspells.

  10. #20
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    Quote Originally Posted by Ridhorz7 View Post
    When the rage comeout the healer can 100% healing the troop, i don't think so.
    What? I don't understand what you were trying to say.

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