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Thread: Forget witches, fix INFERNOS!

  1. #1
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    Forget witches, fix INFERNOS!

    The imbalance issue is the same as always. TH9 has always been considered well balanced; and why? As another TH9, attacking one with a strong farming army usually nets you some decent loot, attacking one with a strong war army gives you a shot of a 3 star if your attack is well executed.

    At TH10, this falls apart entirely. You simply can't attack a TH10 with a farming loadout (a strong, well-designed TH10 cannot be gibarched. Those who claim otherwise simply aren't attacking well designed bases), and war armies very rarely get 3 stars, even against TH10s with significantly weaker heroes and defenses. As a result, the majority of max TH10s are worthless with respect to loot no matter how much they have, and are contributing to the loot drought happening at higher TH levels. While they were once hidden behind shields and contributing to league bonuses, now they are just an endless sea of "NEXT."

    Why? What's the HUGE difference between the two TH levels? Well, it's the same as it's always been; the update has just brought it to the forefront. Inferno towers are massively, incredibly overpowered. The ability to negate heal is unlike anything else in the game: it demolishes a farming loadout and takes a big chunk out of any war loadout. Instead of being glass cannons like air defenses, infernos have a massive amount of HP, and take up less than half the space of a cannon or xbow so they can be tucked in anywhere. What's the counter? An 8 second freeze is barely a step up from worthless and leads to loadouts dedicating half their spells to countering JUST these two defenses. The popular 5 golem attack is an entire strategy based around making sure the infernos can't toast your weaker troops. Any lavaloon-based attack is centered on either having enough hounds to soak up inferno damage, or using most of your spells to kill them. In war, players plan their entire attacks around two things: killing the infernos and killing the TH. Even the eagle artillery can be safely ignored, it's the infernos that are the focal points.

    I'm not saying I have an easy solution to it, but infernos being so overpowered is definitely screwing with both war and farming balancing at the higher TH levels. Removing the heal negation, dropping the simultaneous targetting to 3, doubling freeze spell lengths, or removing the multi-damage entirely (as in, they negate healing, but all actual damage is dealt by other defenses) are all be possible steps in the right direction. As it stands, these high level THs are going to continue to be dead weight in the loot world, and constant 2-star-max attacks in the war world.

  2. #2
    Senior Member GregandEjay1's Avatar
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    I don't think Infernos would be powerful enough if there was no anti-heal effect, but maybe a 1/2 healing rate would be a fair compromise to fix the situation.

  3. #3
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    Quote Originally Posted by GregandEjay1 View Post
    I don't think Infernos would be powerful enough if there was no anti-heal effect, but maybe a 1/2 healing rate would be a fair compromise to fix the situation.

    I like it. I like it quite a bit, actually.

  4. #4
    Forum Elder RagingKoala's Avatar
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    Quote Originally Posted by GregandEjay1 View Post
    I don't think Infernos would be powerful enough if there was no anti-heal effect, but maybe a 1/2 healing rate would be a fair compromise to fix the situation.
    Been thinking this since I reached a th9 level where I can actually raid a th10. Farming th10s basically removes the healing spell from peoples comps, replaced with another freeze, or rage. Hogs are next to useless, as they need heals to be effective, healers work for only part of the battle.
    Leads to poor/unimaginative base design, make a square base, core your its, teslas and xbows, put a resource ring around them, scatter the rest of defenses, wait for a two star and half loot lost. Without massive funneling, troops circle getting melted and have no chance of being healed. Mass golems/ witches become boss.
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    Quote Originally Posted by RagingKoala View Post
    Been thinking this since I reached a th9 level where I can actually raid a th10. Farming th10s basically removes the healing spell from peoples comps, replaced with another freeze, or rage. Hogs are next to useless, as they need heals to be effective, healers work for only part of the battle.
    Leads to poor/unimaginative base design, make a square base, core your its, teslas and xbows, put a resource ring around them, scatter the rest of defenses, wait for a two star and half loot lost. Without massive funneling, troops circle getting melted and have no chance of being healed. Mass golems/ witches become boss.
    The problem is not only do you have to freeze you now have to heal, that's two spells. I like the idea of troops targeted by inferno to have half the rate of heal.

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    Don't give nsc any more dumb ideas as they already have enough from their own people!!

  7. #7
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    You guys think supercell with do anything to benefit the Player? They want us to struggle getting loot and want us to gem.
    CASH OF CLANS

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    Quote Originally Posted by Foozey View Post
    The problem is not only do you have to freeze you now have to heal, that's two spells. I like the idea of troops targeted by inferno to have half the rate of heal.
    I generally think of it as 3 spells; I have to throw in a rage as well to make sure I can kill the stupid thing before the freeze runs out. Either that, or a second freeze.

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    There isn't really a problem with an imbalance at th10.

    The truth is th9 was way to easy, and has become even easier.
    If you couple that with the fact that most people are trying to attack a th10 with lvl10 royals then you realize rather quickly it's a false narrative.
    I have seen many many attacks where a fully maxed th9 can 2* a th10 with max defense. The difference is they go into the attack with 30/30 royals.
    What you want is simply any th9 to be able to star a t10. That's bogus.

  10. #10
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    Quote Originally Posted by miketbj View Post
    The imbalance issue is the same as always. TH9 has always been considered well balanced; and why? As another TH9, attacking one with a strong farming army usually nets you some decent loot, attacking one with a strong war army gives you a shot of a 3 star if your attack is well executed.

    At TH10, this falls apart entirely. You simply can't attack a TH10 with a farming loadout (a strong, well-designed TH10 cannot be gibarched. Those who claim otherwise simply aren't attacking well designed bases), and war armies very rarely get 3 stars, even against TH10s with significantly weaker heroes and defenses. As a result, the majority of max TH10s are worthless with respect to loot no matter how much they have, and are contributing to the loot drought happening at higher TH levels. While they were once hidden behind shields and contributing to league bonuses, now they are just an endless sea of "NEXT."

    Why? What's the HUGE difference between the two TH levels? Well, it's the same as it's always been; the update has just brought it to the forefront. Inferno towers are massively, incredibly overpowered. The ability to negate heal is unlike anything else in the game: it demolishes a farming loadout and takes a big chunk out of any war loadout. Instead of being glass cannons like air defenses, infernos have a massive amount of HP, and take up less than half the space of a cannon or xbow so they can be tucked in anywhere. What's the counter? An 8 second freeze is barely a step up from worthless and leads to loadouts dedicating half their spells to countering JUST these two defenses. The popular 5 golem attack is an entire strategy based around making sure the infernos can't toast your weaker troops. Any lavaloon-based attack is centered on either having enough hounds to soak up inferno damage, or using most of your spells to kill them. In war, players plan their entire attacks around two things: killing the infernos and killing the TH. Even the eagle artillery can be safely ignored, it's the infernos that are the focal points.

    I'm not saying I have an easy solution to it, but infernos being so overpowered is definitely screwing with both war and farming balancing at the higher TH levels. Removing the heal negation, dropping the simultaneous targetting to 3, doubling freeze spell lengths, or removing the multi-damage entirely (as in, they negate healing, but all actual damage is dealt by other defenses) are all be possible steps in the right direction. As it stands, these high level THs are going to continue to be dead weight in the loot world, and constant 2-star-max attacks in the war world.

    Its the best fun when you see a completely rushed garbage th10 with th8 defenses and pink walls but they have two max infernos ♥♥♥♥♥.

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