#7+X-Bag in TL
1 messages · Page 10 of 1
and honestly even me in top 1.49% rn i don't like fighting opener mains it's stale
they do the same thing
that is an objectively false statement
prove it
find me someone who says "i like losing to opener mains"
my openers are sub 2pps so openers definitely require skill too
use your brain, thats how you prove it
in that case i will just ignore you
I like losing to opener mains
there you go
You're the one making the assumption so it's up to you to prove
pretty much
alternatively, ask whether every player below U rank faces opener mains
lol yeah this thread is crazy
instead of being obtuse
like I would be at 4pps opener if openers don't require skill
that's an interesting question but i find based on the streams that they do
below S+ rank they don't know what is killing them
honestly i never found opener mains to be as common as people make them out to be, i feel like its just sore losers who lose to openers a couple rounds in a row and then get super mad and decide to hate openers forever
I don't disagree, but especially at lower ranks, opener mains will be far less common
I get that I'm not a mod but if you're just gonna argue with someone just block them / ignore them.
There is no need to explode into heated disagreements.
Chill...
this isn't that bad
so 83% of people actually don't know what they are losing to when they encounter an opener-main
Kinda sorta more lesrning and memorization
this is not a chatting channel
just looked it up
please stay on topic
bro what is with the weirdly specific assumptions, this is just a weird statement, not very true?
lmao??
83% of people????
just wondering when was it that you been below S+?
many people DO know what they are losing to
that's just not true at all
opener maining is way more common now
based on what osk said earlier about how the game was not meant to be about pattern repetition, the skills required by opener execution isn't what tetrio was meant to promote (?)
Yeah
one of the problems with opener mains are they are just too bad at midgames compared to their opener performance and people who has to counter it do not have fun struggling to cancel the garbages but opener mains still stay in lower ranks because they can't do anything when opener fails
🍿 anyone? Nobody is willing to listen to reason and people just want to vent. This benefits absolutely nobody and is just cluttering up potential actual feedback with useless heated disagreements.
B AND UP
dude i see people doing SDPC-spin in C+ rank
aw its alright, i think the conversation is pretty interesting right now, and i like to hear other peoples viewpoints
we should add regret! and cool! back and tie them to attacks
they just misdrop into 4 apm
I don't think anyone is having fun with opener maining
how would you feel about #1233972737576276040
I sorta am
Feels nice to learn solves
even when i win with opener i feel like i'm not winning
but at least i get TR i guess
yeah
I think ms2 is pretty fun!
I guess if osk really want to make it that way then I have nothing to say
It's not really viewpoints right now. It's just mindless ranting and s*** throwing. It's unproductive and helps nobody.
please stay on topic. if ninetales wants to comment on it he can do so in that thread
also true
I started playing about 2 years ago, which if memory serves is around when dpc became more well known. I have no memories of being overwhelmed by openers in general, maybe a few select players by the time I reached ss rank but I wouldn't be surprised if they have gotten more common as you say they have
once you say something, youve said your part i guess
i see a lot of interesting stuff, its helping me get a better grasp of how the community views openers that i havent thought about before
certainly wouldnt just chalk it up to s*** throwing..
more common, but I'd still doubt that they're a very frequent thing
stickspin was the first horse of the apocalypse, and SDPC-spin is now "the meta" at every rank
even manaka_rei started doing sdpc-spin 🤔
anti-stickspin society was a thing for a reason
I think we should do feedback box ingame
Nah
it's unfortunate that anti-stickspin-society ended and SDPC-spin is "the accepted way to play" now, despite having exact same attack pattern
stickspin into 9-0 is still X-tier meta
no more ASS....
without kill openers, the main point of the opener phase is to enter the midgame with an advantage, such as b2b and a clean stack
Doing this with 6-3/9-0 in 7+x doesn't yield the same returns for the same effort and the transition is spent trying to return to 7 bag which wastes time and feels worse
Having small tspin openers to make that transition smoother would even out the additional pieces and awkwardness of 7+x, helping the player experience out
"Needing to work hard" for setups is what the midgame is for, but if you have to spend the first 15 seconds working hard to start playing the game then that's just as bad as having kill openers
Sure you can build stsd or tsts early but that gets stale too and isn't as viable as 6-3 or combo stacking
whos saying it's "the accepted way to play"? anyone can play any way they want lol
i never bothered to learn sdpc spin cause i can just stickspin lol
I'd love to see a feedback button ingame. So people can post their views ( whichever side they're on ) and there isn't anyone else to argue or moan about a persons opinion.
it's the same thing tbf
you say that but I don't feel like sdpc-spin has that much of an impact on my games, I don't know sdpcspin and even if my opponent does it's rare that they'll exclusively use it as an opener
the resulting stack is diff
yea
And Zhun is acting like sdpc is the only opener, keeping things like tki and MKO around is healthy for the game imo
sdpc-spin is not the meta at my rank btw (x)
But the 🍿 😔
i remember a form for the passthrough vote changes
sdpc-spin is like nothing
also cool to see other opinions
TKI flat top => LST i write it on the same board
as an mko lover myself i agree with this
even tho it is "a little bit" more difficult to execute
it "looks the same" across all games
I feel like the situation people are discussing with opener mains is well out of proportion from my experiences and I don't know if they're exaggerating (whether intentionally or not) or if I'm exceptionally lucky that I haven't played versus more opener mains
just like how ST stacking is hard, but it is still boring to watch in modern score attack
about feedback comign back or not for this 7+x
tki counterspike/plonk is a LOT more effective
or maybe it was someone else
im not gonna scroll through 10k+ messages
but top rank will relearn regardless
its not that yet
I absolutely dispise opener maining. I hate it with every fiber of my being.
With that said I have to respect it is a valid playstyle that people like to play.
I have tried to give a full personal review here #1225191549881810965 message
I really hope we get another chance to try it in future.
it really isnt that common- i think its just that people tend to either, in their minds, exaggerate the amount of "opener mains" they actually meet, or they label anyone who dares to use a single opener as and opener main
You can't remove lst from the game without majorly affecting everything else, it's a midgame technique as well
just like 4w
thing is, though, in my experiences with 7+x, these sorts of loose and generalist openers still work quite well even if youn can build them less and are often unable to follow their exact continuations, like you won't get lst out of tki most of the time but you can take freestyle tspins out of it since it's just a good board state
also opener mains are literally a part of the game whether people like it or not
you just can't "easily open into it" every game
yeah man! i feel the same way about 4widers lol
7+X exists to reduce opener maining
unfortunately it completely removes any semblance of openers which is not good for the game in my opinion
so if 7+X was added as "the bag" then suddenly opener mains are no longer "literally part of the game" and we would have more fun playing.
i feel theres a way to shift the meta without completely eradicating the whole opener playerbase
see my above message for why I disagree #1225191549881810965 message
Ot balance it in a sort of way
they can just do something else that is not an opener repetition, like everyone else playing with 7+X bag
or... they can have a significant nerf and everyone can have fun?
Not sure but I will say in low elo it does suck when you just wanna 9/0 and just vibe but you get pco'd or something at start and you beat them everytime they can't solve at least thats how it was for me a month or 2 ago
also bringing up score attack is irrelevant to the conversation because it's not tetra league
this is not a problem of skill
the best nerf is not forcing opener main counterstyle on people
this is a problem of playability and fun
Fun is pretty subjective though
ok but like
for you
no more 3.7 pps SDPC/DPC losses
that is YOUR opinion ONLY
well of course i had more fun, i don't rely on exact piece repetition between my games
sure. i had fun too, but what does that make of about ~15-25% of tetrio players?
youre just going to tell them to fuck off and die?
i'm U rank currently top 1.5% or something
If only we got statistics on the amount of fun 😔
It's easy to advocate for something that benefits you while disregarding everyone it negatively affects
im 24870 tr
its not like your rank gives you any more say on game changes
youre just going to tell them to fuck off and die?
the irony is that by allowing opener-maining as a valid strateg, we're already telling 94% of player base to "fuck off and die" (your words)
SS and below typically lose to opener-mains
from the opposing perspective though, your rival likely wants to vibe with pco but sometimes cant find a solve and gets beaten by your 9-0
U and above counter it, but personally i don't think it is particularly fun
i just hope i won to prove a point
instead of playing the game
You gotta ask yourself. If you were an opener main and this change was added to the live game permanently. Would you continue playing?
Dedicating hours upon hours to getting openers like SDPC down to a T and then the whole thing is thrown out the window.
I really feel for opener mains and hope they don't outright leave the game if this is added but It really isn't fun to being the receiving end of 6 second rounds too because I didn't survive the opener.
yea so why not just nerf openers so that they are survivable instead of completely removing them
???
I still disagree that this is an accurate way to frame this, not every match will be against an opener main even if they are far more common than I think
opener mains complaining the game lasts more time than 6 seconds
Playing pokemon with only 1 type ingame would be fun for you
kinda gotta feel bad for the opener makers too, i mean this is like what, a decade of progress just completely removed from tl?
Playing pokemon with only 1 type ingame would be fun for you
that is ironic from someone whose primary strat is 4 pps mech
and is complaining because you cannot reliably do it with 7+X
i mean if youre just going to completely categorize opener mains into this stereotype then i believe you shouldnt have a say in this
So right lets being this up
Vibing on that 60% is diabolical though
or whatever the % is
..?
But in turn how would you nerf openers without buffing them?
If you for example nerfed the garbage sent all "clean" garbage is now cheese which is to some people more frustrating to deal with than being sent clean.
because whether you like it or not, a dominant meta will appear. it happens in every game
they are infact a mech main
bruh why did zhun block me
Niya uses 4 pps mech by default, AKA every bag placement for them is the same. All 7 piece placements every 7 piece placement are the same.
Its not just opener mains, people use openers to transition smoothly to the midgame with a good stack and decent b2b as well, and for me that's a lot more fun than always stacking 6-3 or freestyling tst openers or stsds
so saying "you should use 1 type pokemon" is very ironic.
Ik
Their name was mech lol
Ik ive played againsr mech
well does that remove my option to opine??
alr but pokemon didnt just remove dragon type completely
they added fairy
Doesn't matter. Just accept it and lets move on 
yes, this is a very valid point people should consider
exactly. why not just balance it out instead of completely removing it
^^^
guess so 😭
I said before
7+x is like thworing ice, leaf and fire pokemons into a volcano
leaf type 
7+x-b is not doing allat 😭
there are two viable options here:
- buff people not using openers to survive without a large disadvantage
- nerf people using openers to not have a super giant advantage
I say for kill openers, they should be nerfed like a tad bit. For openers that are to transition into midgame (tki and mko), i say no nerf or buff is really needed.
its just a huge nerf to the ice and leaf types
I'm going to reiterate my prior point that the base of flexible openers such as tki and mko are still able to be stacked some of the time meaning that you can use that as a foothold to start building b2b instead of just winging it
Nerf opener is more viable than removing it
^
like example: decreasing garbage cap at the start of the game and giving garbage clears MORE cancel power
I swear almost nobody tried those openers for themselves for an extended period and it's honestly a bit of a shame
Not all openers are killed by this change. Just "kill" openers. You still have opportunities to do openers like TKI and mko.
that would be cool
Some of the time, whereas the majority you start with IITTOSZ
so that opener mains can still play the game, but if they only focus on openers, they will be heavily disadvantaged when the game balances out
I cant last
speedcap first 14 pieces 👍👍
mko is pretty bag-reliant, i havent been able to do a proper one yet
in extreme circumstances you will have to improvise, I don't deny that
its like how STOP 4-WIDING in jstris is just a bandaid solution
I mko'd a few times during 7+X but that's probably because MKO is my primary opener.
ATTACKING YOURSELF!
if you know the core shape of mko it's not that rare to be able to build it, you just need to be okay with, for example, wasting 2 ts for one of the sides
at least for the first bag
honestly i think that removing openers altogether is really silly
And just being able to use something that resembles tki is not what I'm advocating for, I'm advocating for reliable tspin openers similar to those being usable consistently so people can comfortably get into the midgame
An example would be spreading out the x pieces in the bag or just considering another option that only nerfs kill openers
hmm yeah thats true
I can tell
This change wouldn't remove openers all together.
Some other openers are still sorta reliable. Like pco
yeah i'll stop saying that actually
7+x? It pretty much does remove openers
1st pc as a whole is pretty fine I think
more like removing most openers
But you canr just REMOVE an entire opener
there are only complications for 2nd and beyond
I did my first ever 2 line PCO in 7+X. I wish you could have heard me scream IRL. I was buzzing!
HAHA
Did u squeal
What if someone is so pro in Cheese race, that he does 4wide to have the perfect boardstate to them
2l pcs are a different thing all together when it comes to opener

its kinda just rng
2l IS rng
2l pc is finesse battle change my mind
ok maybe a bit of looking queue too
mind changed
2L PC start in 7+X is very fun
meching 4pps is also very fun
ultra moment
For the person doing it maybe 🙂
lol
honestly i like the free TR from the mindless mech but it's kind of silly
no and I have arguments
what i've learned from 7+x bag is that x ranks' opinions weighs way less than lower ranks since x ranks have the fundamentals and the knowledge to counter openers unlike lower ranks where they do not have enough experiences
Misdrops exists 
its not really free tr, the opponent will either be good enough to make good use of the clean and counterspike you, or not
X ranks have also invested the most time into the game while new players aren't guaranteed to stick around
weighing one over the other isn't a good idea imo
are the ones who are most capable of building cleanly regardless of the queue. That's the biggest pro side of being 
when is 7-x going to be over?
Biggest what side if being X
Is 7-x permanent?
It is over.
next year
dang it!
Sorry!
I didnt see any D rank complaining aswell
You can still do 7+X in custom lobbies but not in TL.
u can try in custom game
last time i won 7-2 in like 3 minutes for the whole set tho
Bo openers in D rank and they have no idea what 7 bag is
and my friend on S+ who took 4 games to notice the difference
i hope it comes back forever
ur opponent must not have been good enough to make good use of the clean and counterspike you
the thread maybe
don't complain about anything. They just have fun ( Which lets be honest ... is the most important part for them. )
They don't care about meta.
i would still change 7-x to not mess with T parity but i think that it's definitely a workshoppable idea
which is why it's hard for me to say whether or not i support or against 7+x and mainly lurk in this long ass thread
yeah openers even in C- rank, people just learn the 28 piece placement and then "oh i am supposed to win now".
at the very least i don't want this to just die out
No matter what this thing is entirely new and fun to experiment with
Even if ur an opener main or not
finally it's not piece repetition for the first 35 pieces 
We can all agree though that we need a longer testing period.
Def
I played 2 games 
It affects higher ranks just as much as it affects lower ranks, just in other ways
I played maybe 12 games ( I was working for the majority of the day
)
I'd like to bring up something which I haven't seen addressed yet - the transition into midgame with 7bag is much cleaner than with 7+x, unless both players are efficient attackers someone is likely to end up leaning into cheese which slows the game's pace down a ton and unless one player has a dominant playstyle which controls the flow of the game, can lead into a slower-paced and cheesier midgame than the midgames that you get with 7bag (since it's likely both players will be sending large amounts of clean). I think that is a pretty impactful change which can drastically alter the flow of the game.
I have been trying to bring up points about the flow of the game
that's great, can you tell me some?
This got mentioned a few times, but yeah nothiing really discussed other than its been changed and some people dislike
Well you mean the great part of them
maybe 0.1% are competitive but its just starting
I'd wager the vast majority in
play for fun more than anything.
what i really did find funny in this discussion is that plenty people said they find everyday midgame "stale" except top-rank play where they do "cool t-spins", but we could get those if openers didn't dominate the game
Here and my other messages if you can search, I can't comb through everything right now on mobile @lucid basin but others have also brought the flow of the game up as well
thanks, I'll give them a read
the change to the flow of game made the game less stressful imo
There are different points on the skill ladder for a reason, people won't immediately become top level when openers aren't a thing
from: winterfrost45 in: feature·request
Dosent high X gameplay start with some opener
yeah i think lack of openers did not make a game cheesy but just revealing what is remaining without opener
If you're a regular midgame player ( not opener main ) you're typically gonna know how your transition to "midgame" is gonna go.
its still quite possible to get clean garbage midgame
its just not as fast as openers
Without openers the games also last quite long in X so there'll need to be a solution to that, maybe reducing the ft
FT3
- 
FT4
- 
FT5
- 
that can be discussed later if the game feels too long
its not as fun for me because there is no big early-game spikes, i am already in "midgame" and the hardest thing is just deciding wtf i do with these 3 z pieces
please no I like my ft7s
immediate transition to mid-game, skipping the "piece repetition" section that you "need to guard" to not lose in 10 seconds
It is not an immediate transition to midgame, you need to build up resources and get the stack to a good equilibrium after the extra bag
and you need to build up b2b
if anything it makes the opener phase longer and more exhausting
Would you still like FT7's if they lasted as long as some of my FT5's?
probably?
I don't think I mind sets being long
had longer ft5s and ft7s than that so
in fact now that I think about it sets being long benefits me because my mechanics are bad and I misdrop a lot
Ft9
yes
wasn't there an mmc thread about wanting x ranks to be ft11
ft15
It benefits the cheesier and more defensive players because it's harder to get them out before they get into their flow, since their opponent won't have ways to send enough for the first 20-30 seconds
i feel like long sets duration-wise is cause both sides lack upstack power and not entirely related to 7+x, except it will happen more often
yeah, I don't remember the broad consensus though
playing potentially 29 rounds without break would "break" me...
Stamina management time
jk
I play rhythm games so I can't relate I won't lie
vrsg to be specific
ft 15 is crazy

Longer x rank sets is a terrible idea, you already earn abysmally low amounts of tr and can lose 3 wins of progress in 1 loss, it would be an endless slog for nothing
don't lie to yourself, you immediately queue after every match. I need atleast a 5+ minute break 💀
Won't lie I just wanna see how much the speed decreases per round because of it LMFAO
i thought ft3 was already crazy 😭
agreed, it's harder to make an attack in the first few bags so you can't set an aggressive pace without already being exceptionally good at attacking
Why don't they just up the Tr cap
Being in queue =/= playing. The "queue" part is still a break.
I fail to see how that would change anything
bigger numbers cooler
Not only that, but that also means you won't have as much b2b built up to cancel or put pressure on them while they cheese or counterspike
fair
also do they have anything to do at 24999 anyways
No real meaning though, glicko exists
and if you do have good b2b you probably don't have a safe boardstate because you greeded for it
I legit feel like the only person that isn't really frustrated with dealing with cheese. It just gives me some nice opportunities to get some nice downstack spikes.
Z rank would be pretty wild
Cheese is… becoming more fun for me
This seems like it's getting a little off topic ...
I'm not innately, it's just that I prefer a faster pace against offensive players and cheese is opposed to that
yeah
Cheese is more fun than watching your opponent start every game idle waiting for you to send garbage before they decide to play
Ngl people that wait to accept garbage
are so lame.
I mean instead of doing literally anything early*
send a tss 
Discussing cheese levels isn't going off topic because it's 7+X that's causing said cheese that we are discussing.
That's a valid play style even if it's frustrating, removing everything you don't like your opponents doing is how you ruin the fun of a game
There is no "correct" way to play
So, my personal conclusion on 7+x is that it's neither strictly better nor worse, it is slower paced which I dislike but has a more involved and diverse opener phase which I like. I couldn't tell you whether I'd get bored of it quickly if it stayed but I am open to testing it further
i just got 1.92 pps 120 APM 226 VS in a 7+X game lmao
just felt like putting an overall conclusion
Real question is what's more fun, getting cheesed to death or openered
I dont think cheese is an issue at higher ranks at all cause b2b is way better and minimalizes it
i just think the bag system creates more problems than it solves
But the problem is this nerfs that way to minimalize it
that's a unique perspective which I'd love to hear more about
Being rewarded for afk'ing is wild

- death queues, what is anyone going to do with sszztt queue
Is it just me feeling like people who complain about "slower opener phase" are just too used to opener's attack speed
It's a play style, be smarter about how and when you send and you won't be punished as hard
building from zero starting up the first attack and thats when midgame begins i guess
That's a playstyle though
Plonking
Still a playstyle
- t piece positions are massively unpredictable, makes sending attack early really rmg dependent
I do not understand what you mean
why should transision to the midgame be that fast
Getting cheesed because I don't flinch at the prospect of returning to sender all that wonderful downstackable cheese.
but it's normally not that fast in 7bag? most openers have at least 3 bags worth of theory
Because you're not doing anything in the opener phase if you remove kill openers, so the opener phase should be faster so you can actually play the game
whats the matter with dying being fast or not
A playstyle that sucks the fun out of the room
Wait. There is people that think plonking sucks the fun out of the room?
☹️
people want to be able to play the game and put up a resistance without losing in 5 seconds
☹️
Please delete this.
I'm referring to people who afk until they receive garbage to start playing
i think extra pieces should only be added in the middles of bags to prevent doubled starts and 3-floods
That's one of my play styles.
Same
@rugged spear I agree that point 1 though rare is a very nasty side-effect, but 2 can be mitigated if you're ok with wasting one t at the start of the match, though yes you often don't have the information to determine how good of an idea that actually is
It is just as much a viable strat to do nothing and wait for incoming garbage than it is to just upstack 6-3 or whatever.
Yeah, lame.
Playstyles add variety and challenge in unique ways
just learn c4w or funnel spike to start
Whats your idea of not lame
Playing the game!
Thats playing the game though
i agree literally if they do that and u hate it just instakill them
cheese the people who wait
Unrelated topic steam won't open
is it really that rare though? there are other queues that are just impossible to determine what to do because you don't know where the t pieces are
this is a thread about 7+x
not touching ur keyboard does not sound like playing the game
it's a unique change in pace but in the long run it'll become more stale than 7bag opener gameplay (opinion)
If you want we could discuss this more in #tetrio·general
it is more strategic than executing memorized piece placements 
glove wearers in shambles
controller players in shambles
agreed, I think openers in some form even if they're small tsd openers are healthy for the game
i don't see it, openers turn the game into "starting the same way" but like, globally across all ranks every game
Openers do more than just killspike
openers that send a single digit number of lines are chill imo
How is 6-3 not opening the game the same way
yeah
Zhun you aren't considering that other openers besides sdpc exist
who said you need to 6-3 in 7+X 🤔
i agree, it’s buried under hundreds of messages now but i posted earlier saying that deleting an overpowered option from the game instead of balancing around it is going to be unhealthy in the long run
It sounds good until you start building a c4w and then they start dropping pcs before you are able to send them a line
it's just gonna end up in 7pps stride battle at the start 
Though you don't know in advance when the extra t piece comes, you can still waste it when it does if you think trying to accomodate it is too risky
Who said you need to sdpc in TL?
Such a counter to other openers. Especially pc ones
i mean there's also stickspin and MS2 and BT/C-spin and DT/C-spin 
the few people here who said the game needs to have openers for variety earlier
You are joking if you think DT is a problem. I use DT/TKI/PCO (no PC just upstack) and STD and I've made it to 24.9k
only at lower ranks
just the fact that if you get t piece first, then get t piece last second bag there's a whopping 9 + 8 = 17 pieces between t pieces
the fact that this can happen is crazy
but tbh those openers are ez to learn
ok yeah that's quite rough
dt as a kill opener is low elo cheese trash but it technically exists
dt is okay
very popular in S+ to do DT => kaidan => PC (aka new DT loop)
And yes openers provide variety for those who find upstacking the same way every game to be boring, such as myself. If they don't kill, what's the problem with using them to only set up for midgame, just like 6-3?
also note he said dt-cspin which is significantly more threatening than vanilla dt
that they make the game miserable for everyone below, uh, apparently X rank
DT cspin is also unreliable
pc is pretty rare in that, and it takes forever, if you die to that, then you need to get a little faster and better at counterspiking
this is true
no they dont 😭 you cant just speak for literally every non-x rank player
i mean i know how to counter an opener i just don't like doing it
7+X was a lot more fun for me
Did you read what I said about non kill openers? Such as tki or MKO?
then.. thats literally a you problem, if you know exactly how to not die to something and choose to make yourself vulnerable anyways
7+x was a fun thing but i think it has flaws that could be addressed with a better system
Aint u still blocked
99% of discord users read blocked messages anyways
i'm curious if 7+X appended would retain the "LST follow-up" because that's also very same-y across games
Oh well no ones blocked me so idk how that goes
And vice versa
nice!
7+X appended might also be fun. I'd have to see it to know it
you know, there should be some sort of survey to find whether most people are actually annoyed by opener mains because until then you're going to stand by this and people opposing you are going to criticise you for saying it
what appended
LST is a non issue in lower ranks, and in the ranks people are able use it they've earned it because lst is a difficult stacking method to use and doesnt kill unless your opponent just sits there
i think this statement explains the opener problem the game has at the moment quite well.
It’s not that there isn’t counterplay, it’s just that the counterplay is not fun, unrewarding and too often too tight to pull off correctly
yeah, an in-game survey type thing would be nice
there's an idea that 7bag => 3 extra piece => 7 bag => 2 extra piece => 7 bag => 1 extra piece => 7bag => 1 extra piece, instead of interleaving the 5th bag into them entirely
oh
I can attest to this, I have reached double digit b2b with lst from opener and either not killed with it or died myself
that's true, LST in lower ranks dies after like 3 tsds, scaling up to like 6 in U rank 
I am more into the idea of 7+x appended than 7+x
same
Same
or just the first bag is appended rest is how it is
time for double first PC spam
if anything its less dry and unforgiving
7+3, 7+2 is it? lel
Zhun ignores what I say about non kill openers being cool and puts all openers into the sdpc category which is a little frustrating
it does take away a considerable part of the additional challenge in opener stacking while still making rigid openers unreliable
zhun categorizes any tsd conts as pattern stacking so
Yeah
isnt it not tho
it isnt
zhun is probably gonna wind up blocking everyone who likes openers at this rate
7+x appended is better but i think it’s still an awkward fix
it's actually quite hard to choose the correct cont for TKI
some players wont let you do LST in full
diao aside
Diao can get away with using among us on a top 100
probably
😔
that's true
wait
oh nvm
hey
what if board height was raised in the beginning of the game, and then slowly lowers down to 20
does that sounds way too gimmicky
yea
yeah
yes lmao
That buffs lst starts
omg slowmode!!!!!!! yayyyyyyyyy
lol
sounds like a forfun mode
or an april fool's QP lol
how do you guys feel about a negative damage multi in the beginning
lmao yeah ur right
no like a 0.5 damage 💀
"the midgame should be difficult to get into" is something I completely disagree with because that's the same thing he's against with opener mains, having a few tsds to get started only helps the player experience l
free clean to self 
yea thats not negative buddy 💀
ok bro 💀
lol
I thought about "multipliers affect base dmg only" instead of including b2b
ngl osk should just release charsys rn it would solve everything frfr
oh thats very interesting, i would like that
No.
yea thats what ive been saying, but it could also lead to an imbalanced power shift over to pattern stacking/mech
like a nerf to b2b in the early game
so maybe not
it's hard cos midgame b2b might even be weak for low ranks
but dmg in opener is high
mm
oh yeah
that's already QP implemented
yea so why not just add to tl
Nerfing b2b indirectly buffs cheese though since it's harder to cancel
I dont think that's a TL-viable mechanic
and it was also a quick example so idk
they need to fix this before that for sure
garbage cap, not garbage speed
dang
well idk thats besides the point, its going to get fixed regardless
but yeah i'm interested to see how it'll play out
it still works, no?
well, lower garbage cap means a larger amount of garbage spawning in the same column
because of the behaviour shown in that thread
ye, if that bug wsan't there it could work but we can't test it because it's still the case right now no?
well im just saying its an idea
so why not just put it out there, just like how manipulating board height in the middle of games is NOT implemented yet but was still an idea
interestingly, the average number of pieces between the first 2 t pieces is 6
i think its a very interesting idea
i would be way more open to that, i would probably like that a lot actually
increased defense in earlygame?
rather than 7+x
yea
but like everything theres probably a way of abuse
either way, its probably one of the most ~vanilla~ options out there
sounds like extended sdpcspin
i think b2b upstacking gets a decent buff there simply because u dont tank enough to die, or u cancel everything
i mean yea anything regarding time/pieces are going to have to be tweaked cause everyones experience is different
that really really buffs striding
but i'd need to play it to see
thoughts on some of these 7+x alternatives while it’s on topic?
#1225191549881810965 message
they are probably all better than what we saw tbh
well idk if this is a problem
it's not a bad idea but it has alot of effects other than opener
some ideas to get the ball rolling:
- both players start with two lines of clean garbage (even parity so pc's are still possible, but more difficult)
- both players start with 4 lines of clean garbage that are wounded for 10s
- all attacks are 1/2'ed and passthrough for the first 5 secs (reason: passthrough to enable stopping pc loops, 1/2 attack so the pc looper can't just speed diff you)
- pc's are nerfed to 6 lines
- attacks start at 1/2x and scale to 1x by 10 secs
- any kind of similarly *reverse ramping LCD (though i imagine you guys don't want to touch this parameter until charsys comes out)
the reason why i say no decreasing actual damage is because it can lead to a lot of cheese which can be annoying
because 2 clean is much more annoying to deal with than 4 clean
also, time based multipliers just make it non existent in lower ranks and more noticeable at higher ranks right
yeah
yup thats the idea
I got a great idea. What if * waves hand for you to come closer * Everyone started with a single block of garbage.
Not a line. A single mino of garbage. Starting at a random position on the bottom line? 
sounds bad
yea thats one more i said too
but it could also be openered easily
but higher ranks are already mostly unaffected by openers, and lower ranks tend to be affected by it more
so maybe bottom 2 rows?
feels gimmicky
like you are playing charsys
and its your opponents passive ability
or something like that
feels like it would be annoying to play around and just get in the way
7+x also kinda gimmicky
could change it to bag oriented then
is tetrio far away from needing
High Elo balancing vs Low Elo balancing?
but i could play 1mino garbage start
That's ok. I wasn't really serious about it I just felt like lightening the mood. People seem so aggressive and unwilling to accept other peoples views lately that I just wanted to put a smile on someones face or something.
.
troll idea: add back 5m blast cool + regret and tie that to garbage output
ah! i understand now
thank you for the kindness!
i would lowkey play that though
i think it would be very interesting to try
I'd play absolutely any bag / garbage system that varies from standard 7 bag.
5MLeague
Variety is the spice of life!
how about: jstris attack table for first 20 seconds
pairs 💀
Hell. I'd play "complete chaos".
I swear one of the quickplay april fools gimmicks was one mino of unclearable garbage
i really want a setting in custom games where you can have inverted garbage.. i think it would be very interesting
hey lets put that in league!!
yea
jstris has that 
oh yeah
yeah its kinda cursed but also fun lol
lowkey 0 downstackj. just buff opener mains
make it so that downstacking is impossible, the perfect change!
osk added an unclearable line at the bottom for april fools, which made it practically impossible to downstack.
then this weird game happened
How about 5 alternating blocks on the first line and it's random whether it starts on the first or second?
start with 1 random mino on the first or second row
how about ten ;)
actually yeah 5 so people dont memorize 20 openers
7+x is one thing, what about a onetime 14bag
Then every game starts with a single I guess.
man that video makes me miss rainbow garbage
rainbow garbage is difficult to implement cos it shows size of garbage now
but i really really liked it
yea
7+x? sdpc? what are you talking about?
come on, let's go play tetra league and abuse passthrough!
funny you say that
just go back to the inf ds era
i look back at old tourneys on full PT and it's completely disgusting
yeah lol
i have nostalgia only for storylines
time to go back to bt cannon 🏃♀️
dt cannon main..
return to korean stack
So uh, a while back I made openers for this exact situation since it was brought up in the opener server I'm in lmao
I'm normal I swear
Iris, right?
Ya 
stickspin was winning in 5mil blast
alright bro you just had to ruin the joke
tspin mini double my goat
yea stickspin wasn't that good in 5mil blast
variety called
i only know TSM-double with neo-tsd
one sample size 😭
i can send a screenshot of 2 players doing 6-3 in 7+x and say that's "variety" too
the random screenshots don't really do much
Different situations
- Established 3+ years of TL
- 24 hours of testing players figuring out what to do if they get their tools taken away
one sample size
And what does it prove that we don't already know
you know shit got real when a slowmode gets added
i also agree that ppl have learned the bag for like 3 years or more or less but bassically half the stuff learned became useless
using cheezwizz as an example of this is really ironic seeing as hes an lst main 💀
just use like ellie vs neko or something lol
we love slomod
It's 5 seconds.
Not the end of the world.
yeah, unless you like spamming people with malding about 7+X
Is there a recap of the conversation around 7+X Bag? I'm not sure I'm gonna be able to backread some 9000 messages lol
not really, its a lot of topics
Generally the conversation topics were 'potentially'
- Kills opener mains
- Ruins the clean transition into "midgame"
- Creates more diversity in the "opening" phase due to more variety in early bags.
- Creates new openers such as potential 2 line PC
- Forces people to completely rethink piece placements due to things like double early T
- 7+X stops matches being "blitz or die".
- Not long enough testing period in TL.
mm idk about that
don't agree with a lot of these points
I never said anyone agreed with anything. I was just summarizing the past conversations.
I don't think there's more diversity in opening phase, actually I think theres less
idk it felt like to me like you're stating this recap as factual conclusions
Better?
Not exactly a recap and more of a what does ninetails thinks 7+x does
It has nothing to do with me or my opinion. It was just a recap of the conversations I've seen in this thread.
Different peoples thoughts and opinions.
I certainly don't agree with all of it but I've stated my personal opinion multiple times already and nothing will be gained by repeating myself.
There is defo more bullet points but I'd be here all night if I carried on.
lay off of ninetales lmao the man isn't pushing an agenda
we're not saying he's pushing an agenda
not trying to be rude, apologies if it came off that way
I don't think it's really possible for one person to summarise so much information and capture everything in an unbiased way
It didn't I just clearly worded my post badly.
just don't agree that it's a good recap of the many different opinions
all i can say is that people's opinion on 7+x bag is 50-50
homie get some sleep lol
Think the only thing that really sticks amongst those conversation topics is the last one. I'm thinking back to the ZPT testing days and that was over a week's period (although ZPT vs LPT was nowhere near as intrusive as this)
If another test period is gonna get pushed there really needs to be an ingame feedback button.
And from what I hear. A bit more warning that it's getting changed.
tetrio staff poorly executed cpt in tl and most people were biased against passthrough while enjoying zpt
I'd be lying if I said I was unbiased during the zpt feedback phase. I really desperately wanted it.
I was so tired of lag spikes and attacks that sometimes felt like they should have been blocked but wern't.
Was it really ZPT vs CPT during that??? I thought it was LPT
nah it was zpt and cpt
Apparently I have the memory of a goldfish lmao
#1225191549881810965 message
^ This is what I think of 7+X.
I can recap my points at least, Ninetails is right that there'd be no end to an actual recap hence the 9k+ messages
- 7+x seems too drastic
- it removes the versatility of having openers as an option alongside 9-0/6-3/4w
- ruins the transition to midgame as Ninetails put it
- opener phase is dull and longer
- games in general are longer and benefit defensive players more
- openers like tki and mko etc are healthy for the game as a fun option to smoothly get into the midgame
- finding a way to "remove" kill openers while keeping transition/setup openers is healthier for the game than 7+x as it is now
I think that's about it, these aren't fact just my 2 cents
Well I'm going to sleep now. Hopefully we get an update or blog post soon with regards to things going forward and how the feedback is being received.
Just like ZPT I really hope bag changes are brought to TL in the future. Maybe ... just maybe I might hit
.
I think defensiveness is even more hit by the changes though
Maybe bag changes or some other way to fix the current state of things, I do agree some openers are quite oppressive atm
nerfs or other options
SDPC was one of the more prominent examples
yea i heard people saying you have to sprint out 35 pieces to start having normal ds so if you're significantly slower than your opponent then you can get fucked
"opener phase is dull and longer" is an interesting angle. I figured that with the 7+X bag system nerfs the ever-loving hell out of theory openers and pushes them way faster into midgame rather than having a straight-up Chess opening — which, to me, is the "dull and longer" version of openers
i still think that whatever zombie suggested in https://discord.com/channels/673303546107658242/1233972737576276040 allows for much less rng in how to counter the current kill openers
If you're an offensive player you can't really do as much about the other player as it's harder to build up attack and resources like b2b, so you're slowly dragged into their territory of margin time and whatnot
it's as hard to defend with fewer resources
in this regard, being offensive is just "upstacking and cycling"
For that point it's because I personally don't enjoy stacking 6-3 every game like a zombie and think having a repertoire of small openers is a much more fun way of opening the game
It's not exactly faster than before because you need to ditch your extra pieces then clean up your stack before it feels like you can actually get started with the game
I wouldn't say it's a "fewer resources" deal but "less consistent resources"
it is immensely harder to tsd chain with 7+x bag, and in many cases impossible
if less consistent means "almost always", then it's fewer resources
a lot of the time you will be forced to simply stack for quads
35 piece classic lmao
Some may argue that people who use openers are like zombies but why not just have your choice of pick if they're both well balanced/not oppressive? It's the best of both worlds
7+x appended or the +x being at the end of the bag are ideas I could get behind along with nerfing openers but keeping them around
This sums up a lot of my thoughts really nicely. I wanted to add that I believe kill-openers are currently problematic and I wouldn't be opposed to nerfs for kill-openers but I think the problems outlined that 7+x brings makes it not worth it

Also 7+1 is even worse because it doesn't actually do anything about openers and makes them stronger (1st bag dpc and other PC theory, and openers can still be made easily and consistently with a bag like that)
6 bag?
😭
damn it
yeah missing pieces is just asking to be pc'd
i mean with the 7+x appended you already disrupt a lot of the 2nd bag setups
missing or adding, because ironically enough default 7bag has the worst pc chance
7+ 3 and 7+2 ez double pc
7+3 is just first
yea i don't think 7+3 appended would work at all
Right but at least you can have openers that help you get to a good board state with b2b easily, my point is about the flow and variety
7+3 appended is just 1st pc that goes into 1st pc again so it would make pc spamming even easier
7+anything appended has this problem actually
Oh right, on the list of troll ideas
yeah i see the 7+x appended being like, you allow openers like tki and mko to exist since you can always freestyle out of the first tsd, while the added pieces are disruptive enough that the kill openers we have now cant be used
7+20
So nerfing the attack table is the way to go?
i would be more excited to explore changes that don't affect bags so much, i'm not a game designer so i have no clue how viable any of this would be but something like changing starting previews seem interesting to me
yea or something like this i wouldn't be opposed to
Winter, I mentioned earlier about having multipliers only affect base dmg 
14bag ✅
so not increasing off b2b
right, other ideas work too
although i can't think of anything relating to this that nerfs stickspin at lower ranks other than like a 5bag damage nerf or something
I'm mostly talking about temporary nerfs
hiding preview would only make it more rng i think
wdym
suppose you have 1 preview at the start along with your hold and current piece
then you can guess you can sdpc
but you cant actually see if you can
so it becomes rng when you can
that's one part of it, and it will feel shit to try and build sdpc and have it end up not working at you have a bad stack
the second part of it is a drastic speed nerf at the start
I HATE ACCIDENTALLY HITTING EDIT COMMENT INSTEAD OF REPLY AND LOSING MY REPLY
TEC and TGM3 (horrid example) give a maximum of 4 and 3PP respectively and they fair just fine. Although, TEC has its own established meta. There's also PPT Swap with 3PP, so it's not like it isn't an untested avenue
ig it nerfs speed, but anything that adds rng to the opener doesnt seem like it fixes the problem to me, would only make it more annoying/frustrating
are you on mobile?
for both players
Im like 90% sure i can 1 preview dot+tsar cannon
opener doesnt affect te:c much because of zone mechanic and phase 1 garbage distribution
i don't see how making sdpc less easy to build is bad
can you try it and confirm
Anyways my idea is for the first 21-28 pieces tspins send half damage and PC base damage is lowered, could be increased later in the game maybe
Or have PCs give diminishing returns as well, each successive one does less damage than the last
Yes and it sucks
i like the first idea
the first idea seems good
o7
idk about diminishing returns, just remove PCs outright
2nd idea would work in conjunction
although it would make countering certain attacks harder
wait yea 1st idea makes 4w op
Mm true
also maybe dpc depending on how much the pc damage is nerfed by
idk i feel like if it's still allowed to happen then people are gonna keep doing it, it just wont be as consistent and it would be frustrating for both players when it does happen / doesnt happen
gimme a second to try make an example of why i think its ok
damage nerf of some kind does sound like a clean solution
Baron had the idea to make lines the measurement for how long the nerfs lasted, so that would nerf 4w
Or when charsys rolls around xp would work too, as my idea is based on
now my board is fucked, it would feel terrible to start with this, so someone who tries to build sdpc gets punished by this
if pcs are removed, then just raw upstack openers like stickspin sdpcspin dt cannon are left as any stridey thing
okay but it'd feel bad normally as well
right but then when it does happen and you're the opponent you're just like "god damn it he got it"
or that's how i would feel
not seeing previews drastically lowers speed and makes the opener phase long and dull as well
i would be hoping this disincentives doing it enough
at least as it is right now, sdpcing is a skill they've practiced and it isnt rng, they're just that good at doing it
idk about you cookie but I rely on some dependencies all the way through see 7
it's too overpowered though, especially in ranks like D
it could be 1 preview for 1st bag, 3 previews for 2nd bag, 5 previews for 3rd bag idk i'm just giving random numebrs
that's an outright skill expression outside of opener
That kills openers outright as well, everyone would be forced into slow 9-0 or 6-3 and it'd feel bad to both play and watch imo
yeah early s/z would suck a lot in this universe lol
hmm maybe you're right
And I still think having openers of some kind is good
if you get like early i you can probably tki
with hold preview and current piece you are able to see a non-sz piece at the start always
so we're talking about opener health in SS through A rank?
What's the target audience
D ranks are using sdpc
i'm curious to see what percentage of D ranks are using sdpc, and also how effective it actually is
well idk about D but definitely B and C
0
with the strength of sdpc you'd think they'd rank up pretty fast to like A and higher anyway
sdpcspin is still a thing
i think stickspin/sdpcspin is a bigger problem since sdpc can be countered a lot easier with opening attack and stick/sdpcspin don't have much counterplay at lower ranks
yeah i would imagine if anything is happening down in the low ranks it's probably stickspin
They try it on every bag even when it's impossible, don't remember the piece placements, and if they misdrop or have to play normally it's about what you'd expect and they're actually probably D rank
i find the least problem with stickspin of singleyou openers
sdpcspin is concerning tho
because seeing pcs for sdpc is hard enough that i doubt anyone really is practicing it lmao
in low ranks i mean
stickspin and sdpcspin are identical at lower ranks
what does that mean?
lower ranks respond exactly the same way to them, like you can't really tell the openers apart as the opponent
i don't think i could tell the openers apart when playing against stick/sdpcspin
hmm
ofc what do i know tho last time i was in A rank was in like 2020, my experience back then was just 9-0 and dt cannons, the experience could have wildly changed by now lol
between 2020 and 2024 opener meta has shifted drastically
smolfeesh and others popularized opener meta as it is now
you get returned with massive apm 75%, I would win 75% and lose 25% time if I could
(rare high moments)
Anything and everything flies in every rank. Openers exist in pretty much all ranks; the only differences are proficiency in opener and game mechanics and opponents' responses to said openers/survival skill
it's less than 75% and that implies sdpc mains win 100% of the time they build it anyway
if you get early O you can always build the first bag
that's if you get early O
anyways i do see other problems with the reducing previews idea
idk the reduced preview thing is kinda a drag
you are second guessing which piece is next or not
time to add the jstris enforced speedcap to tl
you don't necessarily have to guess, it's still 7 bag so with 3 pieces that you can see, you can place them and see the next ones coming up
speedcap gets raised with each rank
i'm trying to play with 2 previews rn and i can make tsd start basically everytime i woudl be able to regularly at like 2pps
that's just because you want to will the next piece into existence right
with 5 next, you aren't trying to predict the 6th next
yup 100% on c-spin not sure for tsar pc solve but dot should be doable 100%.
ms2 is also 100% with mirrors, right?
yup even with 0 doable
doable or always doable
c-spin always
hmm okay
pc solves idk with limited previews, even with full previews i suck at pcing tsar to tell
would you rather "feel terrible" or know from the very beginning that it's not happening lol
idk lol it's important to stress that osk isn't trying to maximize suffering with this movement 
hopefully the opposite
but its good to think about other possible solutions even if they end up having lots of flaws
i really just opened twitch and looked at it and saw this and i was like "lol"
i would think the goal is that the game stops being about repeating 28-long patterns for a quick win in every rank, but it's really the most notable in S+ and below, but you can trace it down even to B- and players in C rank saying "i am practicing my sdpc"
My idea was that feeling terrible would disincentivise players from doing the thing that feels terrible
But ya I see problems in that and other problems too now
i take back my opinions on this, its a great idea not having to worry about opener mains
i somehow did get blitz'd during 7+X but exactly only once and by a player with like 1 mil blitz
so it's definitely more rare. also more difficult to execute, possibly bag dependant
at that point is it even "getting blitzed" or actually opponent just being pretty damn pro lol
pure pc moment
is 7+x on custom rooms settings?
yes
nice
my idea as in the idea that i'm talking about, not the one that originates from me
also i can't find anyone who suggested it before me anyway lol
feeling terrible would disincentivise players from doing the thing that feels terrible
that's exactly why the 7+X change is being experimented with in the first place
well having one preview at the start of the game, yes
oh i guess you were the first one to have it that day
yes I know but my opinion is that 7+x brings more harm than good and so I would like to explore other ideas, the preview reduction one was a random one that came up and now I see it is bad but like winterfrost said too, I think it's good to think about other possible solutions and if they have flaws we can just toss those ideas or whatever
i'm so far not yet convinced that 7+X brings "more harm" considering it only affects the first 35 pieces
which at higher ranks is gone in like 10-15 seconds
at lower ranks, all they notice is that they didn't die in 10 seconds
for me it's generally a meh change
granted openers are gone, but my problem is openers are gone
i'll still bring up c4w meta theory, got wrecked by a 4w player that isn't even that good at 4w solely cause i see no counter to that
possible skill issue on my end but still
We're now 166 messages away from 10k
By far the most messages ever in a #1020054329782186065
the most requested feature of all time according to number of comments
for me there are two reasons why this isn't true
in 7+x, opener phase is inherently more infds'y and garbage is less clean, which makes the midgame phase also less clean
stack quads then
less apm/pressure whatever, the point is the game is slower paced
the second reason is that the weird bags throws off bag intuition
you also have a next queue though 🤔
more like midgame phase consists of a lot more cheese race and less b2b chaining
what does next queue have to do with intuition
alternative interpretation is the most hated feature request of all time according to amount of backlash
more like most controversial
openers are lit
if it was most requested you'd see +1 reactions on the post have a significant distance above all the x's
they were probably messing around lol
some people hate it for sure, reminds me of the passthrough changes tbf
on the bright side, zpt is definitely an improvement now that it was merged
more like midgame phase consists of a lot more cheese race and less b2b chaining
theoretically midgame phase should transition back to your usual b2b chaining after 35 pieces are placed
7+X only affects the first 5 bags afaik
garbage pattern is cheesier and less influx of clean => more difficult to ds and also more difficult to b2b ds => garbage pattern is cheesier => ...
no openers means starting the game off with less clean garbage
that's why you watch some ei_lara gameplay who gets b2b even on a cheesy board 🤷
coolest t-spin setups of all time too
but he only plays t99 these days, retired from PPT
not everyone is ei_lara
well you could be
watch some cz gameplay who can always counter opener
you just have to get beyond the opener phase and play the game afterwards lol
you could be him too
his burst speed is over 5.5 pps
yea like ei_lara isn't insanely higher skill too
you can't just say it's not a problem because a better player can fix the problem
i tried fighting ei_lara in PPT and lost every game
just curious, can I see a match of 7+x that starts off as inf ds for a while?
the problem as to what 7+X is trying to solve is that you can currently memorize 28 piece placements and "just win" by doing the 28 exact piece placements every single game
i don't have any replays
Yeah man. You could be the top TL player in the world too! 
imagine becoming top #1 just to counter openers
that's the argument zhungamer is using, i'm just giving an example back to show how absurd it is
i tried fighting cz and lost every game too 😭
the argument was rather "learn more downstack-compatible b2b t-spin setups"
Well you did talk this based on your experience on 7+x right?
I just joined the chat and found that funny.
Had to reply. 
which is what the top players are already doing anyway.
yes so against opener you can "learn better defensive stacking and macro"
which is also what top players are doing
no time for defense
why are we bringing up what top players are doing when this change mostly changes lower ranks lol
you gotta counter opener with opener
i mean not really?
not true at all, if you watch any tsd cup finals match i doubt you will see sdpc or whatever once
top players can downstack just fine against opener
because the complaint just now was "there is a bit more cheese at the beginning of the game, so b2b is hard" but like... you can still get b2b even while DS
alternately be like ting and be DS god
ok but those arent A ranks
indeed
7+x changes gameplay from D to mid U
in A rank the change is just "people stop dying in 10 seconds and can actually play the game", which is like +100% net positive
*from U opnr to D, nay F at 1.5pps
that would be funny
Niya is a good example
people also just dont die at all
SDPC is high risk, high reward. A missdrop during SDPC can just result in self-defeat.
I tend to see a lot of people around my rank ( Yours may vary ) that just instantly top themselves out if they missdrop SDPC.
shifting away the opener phase results in opener stats being normalized back to "post-opener" phase stats
so we get to see people's real game stats by using 7+X
SDPC is pretty low risk you just gotta do it fast
the problem is opener stats now are underinflated instead of overinflated lol
honestly any PC opener can instantly shrivel to defeat with one misdrop
Sorry what?
what commonly used opener is higher risk than sdpc lol
what is the risk of using SDPC? if it was high risk, less people would use it.
i'd say ms2
The risk is missdropping and completely screwing your board up.
its also high reward and incredibly easy to learn
Mding the opener. Something i tend to do a lot
uhh misdrop 1 piece you get real bad board
and completely screwing your board up.
fixable if your opponent is not opener-main
What if they are 
an x rank can deal with a misdropped sdpc almost 100% of the time an A rank is not going to be able to in any reasonable amount of time 💀
fixable if you can fix your misdrops
Any board state is fixable but typically SDPC potentially leaves a real rats nest of pieces if you're unlucky.
yea if sdpc is 100% winrate as i keep seeing people say then why are A rank sdpc users still A rank
obviously there's some flaw to the opener
misdrops
uhh no as well, x ranks can easily die with a 1 piece md
60 APM if opener, 10 APM if misdrop
A ranks dont know how to fix their boardstate if they md
note that sdpc requires quite a lot of soft drops and spins, even more than pco
At the rate
send garbage at each other they're not safe from SDPC missdrops either.
if you can pull off sdpc i'd say you deserve it
and as long as A ranks are forced to learn openers for survival, they will not have opportunity to learn to fix their board state as they don't get to that phase of the game ever
but again, one tsd at the start is enough to stop the pc down the line
?? They will learn it eventually
it just gets converted to SDPC-spin and the c-spin will carry them
?? opener vs opener almost always leads to midgame lol
also i'm not sure where this forced to learn opener thing is coming from
person would already be setup for the second t-spin leading to pc before that happens
i see a lot of players just tki or literally 9-0 in A-S rank and do fine
like sometimes they will lose to 3pps extended sdpc but that's really not that common from my experience in watching their games
the first thing you tell an A rank is "to survive you need to learn TKI with 2.5 pps and hten you can TSD while they TSS and you will not die"
2.5 pps 💀
It seems to be a general concencsus that people need to opener themselves to counter the opponents opener.
????
besides, you can set up a t-spin, accept the c-spin, then counterspike
which kinda sucks. Now they gotta focus on openers with 2.5 pps to have a chance in the game
i don't think i've said that once
what A rank is going 2.5 pps 💀
well you haven't been talking to much low ranks then
that's bit extreme honestly
i coached someone from d to x in the last year
That is
it was not like that
From the experience I've gained the first opener I see people being taught is DT cannon. TKI comes later.
you gotta match their speed
most people die to the opener phase because of plain bad stacking
no clue why DT is so popular lmao but yea like DT isn't some insanely unfun thing to do or anything is it
otherwise you die. And opener mains can do that thing fast, then completely dissolve to 0.7 pps in lower ranks
for the first 7 pieces
wow very fun.
pls give me more early O anxiety as i play