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Also, it's generally true that longer chains lead to sending ice and trickier patterns to the opponent, but it also ends up sending lots of lines of orbs to the opponent (compared to if you made shorter chains). Sometimes this is negligible as you'll be able to just pressure the opponent enough to the point where they lose, but this could be something that might be occurring too. Perhaps you're sending your opponent lots of lines but they're not sending you as many in return, so they get ahead on the Quota Of course, one could just manually feed in more lines, but attack lines come in quicker (if I understand correctly).
That's all I've got in terms of what I think might be happening (and I assume there's no trickery behind the scenes), hope this helps!
So, a couple things are:
1. Screen doesn't auto-replenish. So you have to actually manually pull down the well with a third face button. And you have to do it often.
2. Any chain beyond 2 is now worthless. In Magical Drop III, an 8-chain could just about end the match in the early CPU stages. In Magical Drop VI, an 8-chain will maybe get you an extra row sent to the CPU. So basically, a set of 4 2-chains is worth FAR more than a single 8-chain, which admittedly is a really poor decision on the devs' part.
Spam 2-chains and manually replenish the well and you'll do a lot better, even on Normal.
In fact, no, I never noticed that !
Probably because winning/losing on points was unusual in 2 and 3. It does explain a lot.
I see. So the strategy is not to make long chains. It's a weird choice, to say the least.
Thank you both for the advices.