Here is a copy of the email I just sent to CS about what i believe is an error in how Daken’s strike tiles are generated.
I’ve noticed that Daken’s “Pheremone Rage” power triggers differently for players than it does for the AI and in such a way that it gives the AI an unfair advantage.
When either the player or the AI makes a green match and triggers PR, the player’s strike tiles are created before the tiles cascade. Then the cascade happens. Once the cascade is complete, if there are no subsequent green matches, the AI’s strike tiles are generated.
This means that the player’s strike tiles can be cascaded away due to matches before the AI’s are even created. Leaving the AI at an advantage. Since Daken’s PR triggers when ANY green match is made, it should trigger at the same time for both sides; before or fter the cascade.
An even fairer way to have it trigger in these cases would be to have the strike tiles of the side that made the green match be generated first each time there is a match. For example:
AI makes a green match.
AI PR triggers generating strike tiles for AI.
Player PR triggers generating strike tiles for Player.
CascadeOR
Player makes a green match.
Player PR triggers generating strike tiles for Player.
AI PR triggers generating strike tiles for AI.
CascadeAlternatively the strike tiles can all be created after the cascade. Thanks for reading this and giving it some thought. It’s an easily duplicatible bug, but if you can’t seem to get it to work in your testing environment then I can video it happening the next time I take Daken in to a match against a Daken