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Thread: Discuss: Do not ever nerf the Inferno Tower, they are awesome!!!!!!

  1. #1
    Senior Member Dragonn's Avatar
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    Discuss: Do not ever nerf the Inferno Tower, they are awesome!!!!!!

    Inferno Tower is the most expensive and the most powerful defense in this game, they should make people auto-skip any base with them if they are farmers.

    Now you can steal 400k gold from level 10 players so it makes sense for them to have a powerful defense that can withstand against cheap Hog Rider + 4 Heal Spell army strategies. The new Inferno Tower clearly been made to counter mass Hog Rider attacks, this strategy takes no skill at all, before the Inferno update, a level 4 Hog Rider + 4 Heal Spell was enough to do a significant damage to town hall 10. And guess what, TH8 has access to level 4 Hog Rider.

    I think Inferno Tower is fine and so does a lot of other people in my clan and other clans that I have been into, at first I was against this Inferno Tower update, but now I welcome it. What everyone I spoke to say is "IF YOU REDUCE THE LOOT CAP THEN YOU CAN NERF THE INFERNO TOWER" and rightly so, losing 400k gold, 400k elixir will hurt, thats why Inferno Tower is necessary to make sure when you are going to challenge TH 10, it will be a challenge, not a walk in the park.

    If someone destroyed my TH10 base with strategies that include witches, golem, wizards and high level heroes, I wouldn't mind losing 800k resources, I would even congratulate them for being able to take down my base but if I my base got trashed by cheap 30-40 Hog Riders with 4-5 heal spell, then I will throw my phone in the bin.

  2. #2
    Senior Member Wolfwind12345's Avatar
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    actualy no

    keep lv 3 infernos as they are,
    but change lv 2 and lv 1

    lv 2 you get discon inferno and lv 1 only single target mode.

    you can also still heal troops when inferrno is lv 1

    sorry about bad spelling

    this will still mean that infernos are awesome but they are not to op
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  3. #3
    Senior Member Wolfwind12345's Avatar
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    x bow lv 2 cost the same as an inferno tower

    which means that x bows are underpowered
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  4. #4
    Super Member madmonk3y's Avatar
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    I was for nerfing them until today when I read a few posts explaining how it makes sense to protect TH10s who can lose up to 800k resources to lower THs which is insane. TH10s should be protected well against TH8-9 and the ITs do just that.
    However where things don't make sense is when you pretty much put 2 ITs in the middle of a TH7 base and they're enough to do the job. So rather than nerfing them, TH10s should be better armed to attack other TH10s equipped with ITs so that they can take on premies without sweating too much. The way it should be.

  5. #5
    Forum Elder chummer1010's Avatar
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    I'll comment on this in about a year when I'm TH10.
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  6. #6
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    Next update is around the block, We will see if they do or don't do some adjustments to them then.
    If they do tweak them slightly i could only hope Lv1-Lv2 lasers are lowered, They should be gained
    Upon upgrading IT's imo.


  7. #7
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    I do think that the inferno towers need to be rescaled a bit. I don't even see any real reason to upgrade mine past lvl 1 at the moment. On multi-mode, they make a premature th10 with about th 7 defenses harder to beat than a near maxed lvl 9 and that's a bit obscene.

    I personally think that they should scale it so that there is a strong incentive to upgrade them, even if you only use multi-mode. They should either scale it based on number of targets: lvl 1 = 3 targets; lvl 2 = 4; lvl 5 = 5. Or, they could scale it based on the anti-healing effect: lvl 1= all heals heal for 1/2; lvl 2 = all heals heal for 3/4; lvl 3 = stops all healing.
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  8. #8
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    Quote Originally Posted by somethingdotdotdot View Post
    I do think that the inferno towers need to be rescaled a bit. I don't even see any real reason to upgrade mine past lvl 1 at the moment. On multi-mode, they make a premature th10 with about th 7 defenses harder to beat than a near maxed lvl 9 and that's a bit obscene.

    I personally think that they should scale it so that there is a strong incentive to upgrade them, even if you only use multi-mode. They should either scale it based on number of targets: lvl 1 = 3 targets; lvl 2 = 4; lvl 5 = 5. Or, they could scale it based on the anti-healing effect: lvl 1= all heals heal for 1/2; lvl 2 = all heals heal for 3/4; lvl 3 = stops all healing.
    Infernoa out of the box are pretty insane. I think both of these suggestions are a great solution in weakening em, without completely obliterating infernos.

  9. #9
    Forum All-Star NioTheDreamer's Avatar
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    Quote Originally Posted by Dragonn View Post
    ...

    Now you can steal 400k gold from level 10 players so it makes sense for them to have a powerful defense that can withstand against cheap Hog Rider + 4 Heal Spell army strategies. The new Inferno Tower clearly been made to counter mass Hog Rider attacks, this strategy takes no skill at all, before the Inferno update, a level 4 Hog Rider + 4 Heal Spell was enough to do a significant damage to town hall 10. And guess what, TH8 has access to level 4 Hog Rider.

    ... but if I my base got trashed by cheap 30-40 Hog Riders with 4-5 heal spell, then I will throw my phone in the bin.
    Okay. I have an issue with this bit.

    1st off I was a TH8 before the hog nerfing and a lvl 4 hog is not a lvl 5 hog. They were tough, granted but a well developed TH9 gave them issues due to their HP. If you're a TH10 getting smash by a th8 sporting lvl 4 hogs, your base needs work.

    As for the second bit. I am a th9 who went up to 2574 trophies and have only been trashed by hogs twice since twitching over to an anti-hog design. Both of these attacks were very skilled and by TH10 players sorting the extra 20 troop space. Plus throwing 4-5 heal spells per battle is not sustainable for farming purposes (yes you can argue otherwise). Without the addition of the infernos hogs were already hurting to compete against strong TH10 bases. But this move with multimode hurts a lot more than hogs

    1) Any healer combo, who was already 90% obsolete
    2) Balloonions.
    3) Tier 1 armies


    I do think a TH10 should be a tough nut to crack but I think it already was. Before multi-tower mode a well developed TH10 shot my army to pieces as it was. Not only that I am really not appreciating adding another defensive tower that excels at taking out hordes. No one every complained Barbarians, Archers, Goblins or Minions were overpowered....

    Now, I can see where SC wants to give a premature TH10 some protection. As being a premature TH10 is a tough road and that I get, but all this hate towards hogs is getting too much for me. They are tough, they pack a punch but they do require skill and execution. Its much easier to smash a base to pieces with Golems, Witches and Wizards

  10. #10
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    Quote Originally Posted by madmonk3y View Post
    I was for nerfing them until today when I read a few posts explaining how it makes sense to protect TH10s who can lose up to 800k resources to lower THs which is insane. TH10s should be protected well against TH8-9 and the ITs do just that.
    However where things don't make sense is when you pretty much put 2 ITs in the middle of a TH7 base and they're enough to do the job. So rather than nerfing them, TH10s should be better armed to attack other TH10s equipped with ITs so that they can take on premies without sweating too much. The way it should be.
    What about TH9's who constantly loose 700k to TH10's but can't get it back? At least if a TH10 is hit for 800k (don't think this ever actually happens once they get infernos since there is no army that can really 3 star a base with two inferno's and even if you could why would you bother when you can get 700k from a th9 at a fraction of the effot) they can easily hit the TH9 back and get 700k of their loot straight back (they can even use a simple hog army to do it).

    Th10's already get huge advantages to protect their loot ie another level on every defenses except teslas (sure this will be in the next update). An extra xbow, archer tower and cannon. These things alone already make protecting loot as a TH10 much easier but at least unlike inferno towers you can’t just throw a new xbow, cannon and archer tower in a bad base and suddenly make it great. They need to be built up along with other defenses which is the way the game should be

    I disagree with making them weaker at lower levels but the same strength at L3. They need to be nerfed at all levels or nothing will change people will just upgrade their inferno towers to L3 and leave other defenses making other defenses mostly pointless

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