Tiles are convenience features. They make you soft. They make you sloppy.
Health bars? Colors for friends and foes? Bah!
Now on a more serious note: for me, roguelikes have always been like reading a book.
I had to imagine that blue D as dragon and that purple h as dwarven chaos knight.
I think this was a huge part of the allure, having the opportunity to imagine things as you would while reading a book and at the same time having actual choices and facing their consequences.
Tiles cheapen that experience for me and sort of push ADOM into the land of regular games where imagination plays secondary role.
I don't like that because ADOM cannot compete with regular games that go balls first with their amazing graphic designs, even with many indie titles.
That said, I will never switch to tiles because it would cost me that precious experience of interactive book that I love ADOM so much for.
Still, kudos for the team for all the undeniably hard work they have put into the graphic/sound aspects of the tiles.
Perhaps if I was new to the game, I would have given this a shot but as it is, plain old ascii ADOM is the thing for me.
EDIT: I just realized that I pretty much regurgitated my previous post in this thread, with little extra content