Right now, there's a clear hierarchy in special tiles. If you have X special tiles, you want X-1 strike tiles and 1 attack tile to double dip.
The reason for this is clear: You can benefit from a strike time an unlimited amount of times per turn, while an attack tile has exactly one effect per turn and a protect tile (while also working multiple times) doesn't help you but prevents a negative effect.
Now strike tiles only get stronger over time, with more and more characters adding different attack sources which get another dip into the strike pool. (If you have an attack tile and Medusa's CD, both damage sources get the full boost).
Now that alone is already enough to make strike tiles by far the most useful special tile. But on top of all that, the diminishing returns multiplier in cascades only applies to the match damage itself, each hit still gets the full bonus from strike tiles. This means in Grocket-boost weeks, you have those kind-of-hilarious-kind-of-farcical one-turn wins, where you get a 8 turn cascade doing a total of ~1200 match damage boosted by around 40000 damage from the 7 strike tiles)
Since the 25% damage reduction per cascade step can only be meant as a system to reduce match damage from cascades, adding the same effect to the strike tile bonus in a cascade would not only be consistent in terms of in-game logic, this slight nerf to strike tiles (and indirect buff to protect tiles) would also restore at least some semblance of balance to the three different special tiles.
Since I already got that double post hanging around......
I'd find it interesting if more of the 75% No's would elaborate on their opinion.
Zalasta said: No, but I do believe that there should be a counter to strike tiles. In much the same way that Venom's Give and Take reduces an enemies protect tiles strength to 1 (at 5 covers), we need a character that does the same for enemy strike tiles. That would be a nice counter to the R&G/Gamora teams that I had to face in 95% of simulator matches.
There is, it's Black Suit Spiderman.
...probably not much help for most players though. Would be nice with a 4* version of that Power.
aesthetocyst said: Chrono_Tata said: Ideally I'd like to answer yes but I don't trust the devs to fix the codes for this without screwing something up massively so I'll go with no. Cascades were nerfed long ago, with good reason, long before any strike tile meta developed, long before buffing tiles was a thing. Those developemnts have partially undone that nerf.
Chrono_Tata said: Ideally I'd like to answer yes but I don't trust the devs to fix the codes for this without screwing something up massively so I'll go with no.
Partially?
I'd have loved to see a cascade based solely on match damage and 2015 level special tiles doing 20k damage. Maybe if Chuck had a field day, that might have happened (though usually the enemy didn't live long enough for him to get enough buffs out)
Dotproduct said: It would make the matches too slow. Win or lose people are complaining about taking too much time. You want to increase the time of matches?
STOPTHIS said: Nope. I'll say the same thing I said about Gambutt, it's better to have a countermeasure than a nerf. Most players don't even care for protect tiles. Maybe those need to be improved. Maybe we need more special tile stealing moves. Or someone who stops or slows down passives.