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Thread: [Screenshots] Inferno Towers redefined premature bases

  1. #61
    Senior Member Prophet's Avatar
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    Not that many screenshots in this post, as OP requested!
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  2. #62
    Forum Hero TheGreatPhoenix's Avatar
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    I think they should take off the heal thing, I'm not going to complain.
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  3. #63
    Forum Elder rjdofu's Avatar
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    Quote Originally Posted by Bakhoumgeorge View Post
    I think they should take off the heal thing, I'm not going to complain.
    Or they should make it exclusive to Inferno 3.
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  4. #64
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    Quote Originally Posted by dahimi View Post
    They are the reward for choosing to go th10. Remember you give up quite a bit too when you upgrade to th10 as well.
    This is a typical "it is right because that is how it is"-argument.

    Had we continued to use such arguments we would never had any advances in the history of man kind.


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  6. #66
    Forum Elder rjdofu's Avatar
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    Quote Originally Posted by Olimurd View Post
    Typical, this dude must be so bored that he quit.
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  7. #67
    Pro Member subtletea's Avatar
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    Quote Originally Posted by rjdofu View Post
    That should be for both th9-10, and that would be a good thing.
    I was being facetious. Umm...instead of creating a lightning rod to counter DE hits by lightning, which would pretty much nullify the lightning spell period, why not perhaps increase the DE storage's hit points or decrease damage to storages only (I'm for leaving it the way it is because, honestly, it might be annoying, but it doesn't feel broken. Well, it was at one point, but I think the appropriate changes have been made to make the situation bearable).

    It's the axe vs. the scalpel approach again. So, hogs in combination with heal is a problem huh? Well, lets just take the most powerful def. structure we have, make it spit multiple rays of death, and then give it the ability to render a whole spell useless. AWESOME IDEA!

    I'm a maxed TH9 and have been for several weeks now. I was hoping to wrap these walls up (lvl 9) before upgrading to TH10, but loot hasn't been great and I'm actually doing my first push ever because I've heard multiple claims of how good loot is when you push. I'm personally expecting to get crushed, but it'll be a ball in the meanwhile.

    I like the IT multi-mode, I really do. And it gives me something to look forward to, the same way I was excited to get my or BK, or AQ or first x-bow. I am just not a fan of the anti-healing aspect. It feels wrong and cheap.

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  8. #68
    Senior Member Monarch's Avatar
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    Have said it before and will say it again. No single defensive structure should be so powerful as to make the attacker skip the base.

  9. #69
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    Quote Originally Posted by Olimurd View Post
    I did not get the purpose of that screenshot.

  10. #70
    Forum Superstar Anarchos's Avatar
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    I agree disco infernos have been a game changer. I'm currently a mid level TH9 sitting at around 2700 trophies and disco infernos have completely changed attack strategies. However I can still take out bases with disco infernos, it just requires a change in attack strategies. Rather than go for the core of the base and the TH I'll go for 50% and avoid the discos in the core. Here's an example.




    As you can see this base I raided has a L3 disco inferno, a L2 disco inferno, and all 3 xbows are set to target air units. This player also had 2 witches in his CC. When I raided him I skirted the edge of his base with my balloons and minions, took 50% and decent loot as well. Prior to disco mode I may have gotten a 2 star on this base, and only used 1 spell (lightening for CC troops.) However I am perfectly happy with the raid.


    this is a fairly typical raid for me post-disco update. I do however feel disco infernos may be a tad overpowered and need to be reeled back a little, but I believe introducing them was a step in the right direction for game balance.
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