There has been much discussion about the recently announced changes to the healing trigger again air traps. There are concerns particularly about how this may affect the "QUEEN WALK" or "SUPER QUEEN" where an attack begins with an Archer Queen high level followed by 4 or more healing.
We understand that players are very fond of this strategy, and rightly so, since it is currently one of the most effective in the game! Here are some tips on the logic of the development team behind this change.
Risk vs. Reward
Curators have been a difficult drive to balance in terms of risk versus reward.
In the past, it was very risky to use in healing land armies. Curators were likely to focus on isolated troops, or wandering unnecessarily across the enemy village to be reached. They still ativavam air traps which brought their end. Therefore their use in strategies was unusual and rare.
Since that time, we made several changes to try to make use of the curators less risky and more rewarding. We made no healing acionassem more traps, and later more improvements so they do not wander more unnecessarily the village and also to that focused on the troops who actually needed them.
Now we find ourselves with the opposite problem. In the hands of a skilled attacker, it is not unusual for a group of healers survive any attack, hidden behind the Queen and Archer Launchers groups. The use of healing has become very safe!
Queen Walk future
A Queen Walk and run is incredibly powerful, although it is still a skill strategy that we do not intend to remove the game. We think the extra risk of air trapping provides a balanced balance to the powerful rewards of this strategy.
The Queen will Walk the healing exposed to a small part of the village.
Even if a defender put all 5 Air Minas outside and around the village, our tests showed that it is very unusual more than one curator be slaughtered in a Queen Walk well executed. It may be a good idea for attackers to take an extra Curator "just in case one be cast down," yet still find a highly effective strategy.
On the other hand increasing the activation threshold of Artillery Eagle extra support for the Queen Walk strategy continues highly effective. If even then the Queen Walk strategy suffer more than expected will bring new balance so that it is not removed from the game.
Pitcher of the future
Our tests showed that the biggest changes will be seen later in the attack. Are the Full Launchers attacks (including some healing) that are still intact even after overthrowing a level Village Center 11 fully maximized. The main reason for this unusual efficacy is about risk versus reward. There is a lack of threats placed behind the line of the curators end up supporting the troops for the attack of the rest.
Trapping air back in the game, however, the more effective the attack, the more effective the effect of air traps on top of the curators, thus providing a natural defense against this type of strategy. Again, it's all about balancing risk and reward, even with the changes we even saw Full Launchers attacks well run with good results.
Thanks for all your feedback and concern for the next game balance changes. We look forward to implement balancing the game and see how the players adapt their armies and layouts to him. As always, we will continue to follow the game and make adjustments to keep the Clash varied and balanced in the future.