From what I’ve seen in other videos AI is a dummy and sometimes does stuff other than just spam, even with the improvement. And “raw” casts arent affected, so if you don’t get that first extra turn, which is actually random if you only use spawners, you won’t see the phenomenon. Even from the AI, its doubtful you’ll see stuff to the degree as what I posted with the mantises. But the good spawn looping teams don’t need 40+ turns in a row to annihilate you. They don’t even need 5 sometimes. Thats probably why it didn’t garner as much attention on Console, where a huge majority of the complaints were focused on V/J/M which from an outside perspective was also clearly spawning too many gems because they weren’t overwriting and that was blamed as the reason for the incidence of extra turns - plus combined with the overall effect each cast had on the battle, it was over fairly quick.
A skydrop that gets an extra turn, however, can easily be the “first extra turn” that triggers the chain spawn phenomon, which would feature heavily in recall bias. Very easy when it also fills up whatever spawner they are using on a match 4 surge, another thing that the Adobe version didn’t feature. However, I have seen things that are a little bit streakier than normal in this regard, but haven’t able to pin it down (and it appears to happen on both sides of the fence). It could just be bias because of how much effect a given cascade had on the overall flow of the game because of the reasons listed.
I suppose the next thing would be to test would be the incidence of cascade extra turns after you’ve gotten a bunch of extra turns or after your opponent has. Does anyone have a bit more knowledge about how the actual “combo breaker” code is supposed to work? This time, I’m referring specifically to the one that is intended to stop the AI only from getting strings of match 4s as skydrops and is supposed to be gradually turned off in PvP. I have some knowledge, such as the bottom of this post. I’m mostly finding complaint posts about when it was turned off in 1.0.9 PvP, and as someone who always played on hard before then, never noticed a difference. I hope fighting my own defense team (or another in friendlies) will be comparable in this instance. Don’t have time now, but I’ll be setting up some tests later where I use troops on one side that intentionally get several extra turns in a row and troops on the other side that just clear space and see if there is maybe a “reverse combo breaker” type situation going on.