#7+X-Bag in TL
1 messages · Page 15 of 1
renaming the thread to "PPT2 hateclub"





Well I can see there is no point in me being in this thread anymore.
same
same
well, is there really more that can be said? it's been over 14k messages
well that's clearly an indicator that there is quite a bit of passion regarding this issue 🙂
osk will never add this because osk is a good dev
didnt osk start 7+X bag things
if 7+X was added, people would stop asking "what opener do you use" after saying hi

I sometimes get asked that though only because Sailboat isn't a common opener lol
It's fun to use though 
i probably spend too much time on twitch
sailboat is X tier
i only ever see 24.8k+ guests use it
that TSS => TST is very pog
i'd love to see it midgame 
Sailboat is TSS->TSS->TST. Hachispin is TSS->TST though
gamu ❤️
Usually ss, rake stacking v2 and reliable
what stacking?
rake
cant find it on the internet but ok
this thread has completely derailed
extended-sdpc-spin and stickspin like a real pro
Both ss and rake stacking v2 are openers I helped work on
7+X should be implemented permanently into TL because it is good and fun and turns openertris into tetris 🙂
^this
dt stick tki
dont think iver ever seen anyone say that lol
hello, what opener do you use
for added context:
my personal favorite is the i have no idea what i'm doing opener
Wolfmoon cannon
ngl if wolfmoon didn't exist, people wouldn't know impeldown
100% haha
You're speaking a language I don't understand lol
I will absolutely freestyle but for openers it's sdpc or shudder 4wc as a desperation move
dt4w is personally my fav
gives 12 clean lines at the start and then a bunch of cheese right after
so they cant cancel the cheese if they play wrong
if they can tank the clean and then use it to remove the cheese then damn
7+X can't come back soon enough 
opener talk should really move to a different channel before osk locks this request or something
Opener talk is a good argument for 7+X
Not in this context, people are just talking about their favorite openers or ones they've made
And before that it was guideline games and an emote chain
It's all related.
Abd yeah, opener talk doesn't make a case for this awful bag system. Total RNG ala classic tetris would be better
If we're go8ng to make the beginning random why not go all the way?
Trying to shut down talk you don't like doesn't help the case
I maintain this issue could be addressed by nerfing PCs which the most popular openers rely on
Rather than trying to disable strategies entirely, balance them.
7x bag is akin to deleting overpowered champions in League instead of nerfing them
as much as I loathe league, you're right

uhhh i disagree
total mayhem is not better
I mean I don't like it either but why stop at 5 chaotic bags
why have 5 chaotic bgs
7 bag is good because you know what's coming and won't get droughted or flooded
i'll never understand why anyone tells me "LST is not an opener" and then i encounter this shit
total rng would be a gimmicky mess and the game would be reduced to 9-0 simulator with occasional tspins
lst is a pattern, it's not pure memorization
thats literally it
And it's not that I'm trying to shut down talk I don't like, it just didn't seem to be very related to 7+x
- what changes has PPT 2 gone through
- 7+x is good because nobody will need to focus on openers so much to the point it's the first thing brought up in conversation
- no one asks that
- people ask to disprove and be funny
- this opener is cool because of the tspins
- I use these openers
7+x bag seems a good idea to me : the game is interesting because you think about how you stack, not because you are able to pull out prememorized openers at a high speed.
i think it'll be valid thoughts
i'm sick of seeing people with 180 APM drop to 70
and from 120 to 40
just because they don't know what to do with the pieces beyond the 28th piece
unless they are LST main in which case it's 35 pieces
your turn to rant 👍
caveat: loopers and proper lst mains can continue indefinitely
can i just say i find this really funny
I feel that kill openers -- like sdpc -- are detrimental to the health of the game. They make matches so much more stressful and frankly, less fun. Although there are strategies to counter specific openers, which I have taken my time to learn, openers still remain dominant at almost every level of play. And I just keep losing to them, because the sheer amount of pressure they put on you at the very start of every game is just... ridiculous, and frustratingly so. The fact that if I make any mistake in my first 20 or so pieces, I instantly die to a kill opener, is awful. Any misdrop that I make is lethal, which is usually not true for the average position in a given TL midgame; I can often dig myself out of these holes. And even with good play, I can still lose *despite * my best attempts to cancel and downstack. My 3 pps tki will still often fold to a 5 pps sdpc dpc loop (or faster -- this discrepancy between opener speed and midgame speed is only possible because every single piece placement is all memorized theory), because I simply am not fast enough to prevent the loop, and now I am completely dependent on good rng in the form of garbage wells. My best option at this point is... to adapt the exact same strategy and rely on very powerful openers at high speeds just to survive this. I'm no game dev, but when the best strategy to counter something is pretty much the exact same strategy as the thing you're trying to counter... it doesn't seem like a very healthy meta.
However, I don't think that 7+X bag -- although a step in the right direction -- is the best solution, although I would've liked more time to test its effects on TL. If osk is listening, please, try more stuff like this in the future, give these experiments their proper time in testing (and please give more of a warning
).
anyways, sorry for the wall of text
hopefully my points still make sense through all of my bias

i don't see why 7+X isn't the best solution. The effect is what we need: to effectively "erase opener APM" and force game to start with mid-game APM
I think if you have the skill to 5 pps loop, you deserve to win — this argument against speed advantages has been made time and time again, but undermines the skill needed to do this.
How many people do you know who can actually do kill openers at 5 pps consistently? If it were that easy, you'd see a lot more people doing it. This argument extends across all ranks, too. Speed advantages should always be rewarded because you are fundamentally displaying more skill than your opponent. A 1.5 pps stickspinner should indeed be rewarded against their 0.7 pps opponent.
Just because piece placements are the same every time does not mean you don’t have to read the full 7 piece queue, recognize solves, play 15 kps without misdropping, etc., all of which take skill and thus should be rewarded
Moreover, with most kill openers, one misdrop = death, so you could make the same argument of "if I'm sdpc dpc looping and make any mistake, I just die to the clean garbage counterspike my opponent inevitably returns and have to rely on rng garbage to survive"
A more fair comparison would be to consider equal pps kill opener vs non kill opener gameplay
yeah but I believe 7+X has it's own problems
To me, the biggest problem is that it gets rid of non-kill openers too
is your goal to weaken kill/spike openers, or simply to erase all openers?
And even with good play, I can still lose despite my best attempts to cancel and downstack
is this not equally true for midgame too lol
also, openers tend to be dependent on rng too
setting aside the classic early o and optimal solve arguments, whether or not you succeed in an opener often depends on the entire queue
with a shitty but still buildable queue, your opener speed can drop 1 pps compared to a really clean, low hold + low das alternation queue
how is that not equally rng dependent as your survival?
you can still freestyle a shape or 6-3 fractal quad
that's not answering the question
I feel that a lot of the arguments made against opener maining are accidentally disingenuous because the people making them have no experience with the nuances of opener maining themselves
if you asked me, an opener main, to argue against kill openers my argument would be:
- the skill it takes to effectively learn opener maining is disproportionate to the skill it takes to effectively learn midgame, in that you can gain more tr through the former for comparatively less effort
I'm happy with 7+X because it forces people to learn how to make a c-spin without following a 28-step recipe that works 96% of the time
I agree that kill openers should be nerfed, but I disagree with the arguments yall are making
It is very clear that you disregard the skill it takes to actually use kill openers effectively
people who actually know how to play will be able to get the c-spin mid-game
personally i just don't think "the skill it takes to actually use kill openers" is what the game should be rewarding.. so 7+X is perfect
if you want to do a "kill opener" do it midgame
So you are comfortable erasing all openers because it is still theoretically possible to build clean tspin shapes
yes
Roundabout way to say that but sure, valid
You don't think 15 kps, recognizing pc solves at 5 pps, clean finesse, reading full 7p queue should be rewarded?
Further do you agree with this?
not at the start of the game, no
It is very weird to me that you don't think those skills should be rewarded
They are not easy to do
If you disagree, try it
i'm happy to reward those skills midgame
Why not at the start? what's the difference?
there is no enemy interaction if you win in 5 seconds
are you suggesting that any skillset that cleans out your opponent quickly should not be rewarded?
7-bag is too predictable
answer the question
i think blitz strats are broken
so if you were to 4 pps freestyle apm spam in 7+x [think promo] and plonk your opponent to death in 8 seconds, does that skillset not deserve to be rewarded?
beacuse there's no enemy interaction
is this because you lose to them too often and it feels unfair
i think freestyle is effectively what the game is, at some point the speed difference will always win
when they do 220 APM with sdpc but fall to 60 APM when they get garbage, but it depends on whether i can TKI with 3.2 pps? yes
I think speed advantage should always be rewarded
if you cannot counter that, that is not the game being unfair, that is you not having the requisite skills to survive
also with the exception of ms2, openers can't always be built, and opener mains will play midgame quite often
the common blitzmain argument
the 7+X argument is if you can't play with the first 35 pieces being slightly more random, do you even know how to play the game
which you fail to pick apart other than "there is no enemy interaction"
why is it rewarded that people memorize 28 piece placements fast
because it's not that easy lmfao
[1]
zhun have you ever tried any kill opener
ms2, sdpc, stick
well, i'm sure you can do it in 7+X if you really want
hachi
no you cannot
it just takes a bit more effort
you were the one who argued good openers can exist in 7+x yeah?
that has yet to be shown
16 million bag combinations, good luck finding coverage
even pco with alt forms found <50% coverage
?
"slightly more random" is very disingenuous
5000 bag combinations to 16 million
well, make a cool shape then with what you got 
for reference:
7! = 5040
(7 C 3) 10! / (2! 2! 2!) = 15876000
I'll take this as you not wanting to answer the argument, which is totally fair
The problem I have here is the play patterns. I know that opener maining is a skill of it's own, but the fact that certain players have the capability to turn games into a coin toss of 'can you survive 200+apm pressure until you manage to break my loop' is just not entertaining. From the opener perspective, you are playing in almost an identical fashion for multiple games of every match, and you are often relying on certain rng in order to continue the loop. I would argue that this is not interesting gameplay, and rng-dependant gameplay is not desirable either. From the other side, you need to survive this pressure. You need to be able to access the wells, and if you happen to get a well that is not as easy to downstack into, then you might just be screwed. However, if your well spawns exactly where you need it, you might just win in an instant counterspike. Reducing games to this sort of luck is really not what I'm here for. At least when it comes to midgame there is much more nuance and opportunity for varied gameplay and strategies, and any victory is much more often due to better decision making throughout the midgame.
thank you for your contributions (seriously)
i think even in school, they don't give you exactly the same assignment in a test as they gave you as homework
also sorry for replying so late, it's hard to gather my thoughts in a timely manner
y'all tak so fast 
I see your point and I suggest you consider how certain players can force your midgame to be just as restrictive as it is in the opener stage
strong inf ds players will force you to play inf ds
just as strong opener players will force you to play rng survival
when you consider that play patterns can be just as restrictive in terms of playstyle / "what you're here for", how does that change things?
does it only feel bad because opener is so much more fast paced?
I would argue that this is not interesting gameplay
to some extent personal preference is just objectively valid and not something that can be argued with
as such, I think this is a pretty strong point
it just so happens to be that many players prefer the exact opposite
and I think a lot of anti opener arguments ignore that
i like countering openers as a skill on its own (a lot of people might disagree) but i think it's fun
I really like countering strong opener players
well in U rank and above you counter, but that doesn't fix how it's effectively broken from S- and below, while in SS it's honestly just a struggle to look at
the worst argument for 7-bag i heard is "but only top-ranks know how to do proper mid-game, why expect lower ranks to know midgame"
ok this is a stupid argument LOL
also isn't this just a skill diff between > u and < u ?
players who have that skill rise up
players who don't have that skill stay hardstuck
indeed, but that means openers make the game obsolete for 95% of players
meh, tki is a really really low barrier
you forget that 2 pps tki fucks 2.5 sdpc 90% of the time
I certainly admit to having a lot of bias
I do not like lottery-esque gameplay patterns
I prefer strategy based gameplay (I love chess) and I find it very satisfying to outmaneuver others in midgame
but I can see the appeal it might have for others
to me personally, openers helped me a lot in the low ranks to learn setups i wouldn't have learned otherwise
the effort to learn 2 pps tki <<<<<< the effort to learn 2.5 pps sdpc
blitz main is always a lottery
anyone who disagrees with this is literally bad at the game
I can fully state that
glad you do, this is wonderful
openers are a great way to learn tspin shapes
for both players ngl
i doubt i would've learned how to do floats or tst towers without openers haha
but I have seen people (not anyone here in chat) disagree, so...
¯_(ツ)_/¯
I don't think skill at executing prepared strategies is any more or less valid than improvisation skill
Funny enough music is the same way.
Some people are good at one, some thrvother
me when doing 4 pps lst in opener but also doing 4 pps lst randomly finding it in midgame
Doing both is the hard part
as an opener main I can tell you that
- I know mirror, so sdpc build rate is 75%
- when I can build sdpc, I get the pc at most 90% of the time [this factors in me misdropping at any point]
- when I get the pc, there is at most a 75% chance that it (or the subsequent dpc) kills
so really, I only kill with pc looping at most half the time
this is just my personal experience, but maybe it helps put things into perspective
i think it's a good thing if tetrio also rewards improvisation from the start but rewards execution from 35+'th piece
currently it does not favor improvization at all due to 7-bag predictability
and yet non kill openers are still fully viable
players like kdbar can open with literal 9-0 every single round and maintain high u / x rank
because players like kdbar have great midgame and survival skills (what you call improv)
I think these stats are very very different for lower ranks (more like 60% build, 30-50% pc, 99% kill), but also isn't that just a fundamental skill diff between the ranks? lol
I will note that some ms2 mains will force you to play high apm survival literally every single round because ms2 has 100% build rate
but with every other opener, nah
I really don't like playing against opener mains. It's one of the few things that can affect my mental.
As much as I will complain and gripe about openers maining in the higher ranks, it's just my opinion, and different players will have different perspectives.
The real problem is and always has been openers in lower ranks, where counterplay simply does not develop very quickly. Especially when these players might lack skills such as screenwatching and canceling. Playing fast is a skill of it's own, but when you match some B- who spent 15-30 minutes practicing stickspin against someone who mostly just uses 9-0, one of them is about to get nuked on every early O bag, and they're not gonna know what hit them.
I remember learning stickspin required very little time on my part, back in my early S- days. The effort to reward ratio is way too skewed at these skill levels
That is exactly the argument I would make
and tbf zhun made it too
My experience in low ranks:
-first time meeting stickspin and dying to it
-watching it in replay then learning it myself
-climbing with it then realizing that it's not a "free win" at a certain point
-forces me to learn how to play midgame because it's not a "free win"
but everything else argued was kinda ?? to me
!!
huge imbalance creates a slaughter in the lower ranks
ngl this got lost in the thick of the discussion
I missed it 
anyways
^
Incredibly commonly heard in lower ranks: "I don't want to fight opener mains, I just want to play the game"
Most likely from people who inf-ds by default
The ideal solution to this opener debacle is one that is applied to all ranks equally, and serves to only prevent opener 'crutching' at lower ranks. As much as I detest playing against kill openers, the opener stage allows it's own kind of creativity. Opener theory is actually quite interesting (especially when you don't face the same thing in all of your games -- yes I am just really sick of sdpc). So a good solution could create a skill barrier that makes it difficult for inexperienced players to access the power of these kill openers -- pure memorization would have to be difficult and impractical, but at the same time allow players of higher skill levels to access these patterns in order to capitalize on opener theory. In this regard I think that the current implentation of 7+X is too restrictive. Getting 3 extra random pieces (from a 5th bag) and 2 extra pieces in the second bag makes opener skill almost impossible to apply, as there are simply too many possibilities for even dedicated opener theorists to map out. Maybe I underestimate them, but in this case, the barrier is set too high.
For what it's worth, I think that different changes to the bag system should be experimented with. I don't know if this is the best way, but it's worth trying. For example, I like the idea of mixing the first two bags to make one 14-bag at the start of each game; but I don't have the experience with this to claim that it is any better
These experimentations deserve considerable amounts of time in testing, because opener theory doesn't just develop completely in the span of two days
Another funny way to solve opener issue: always make bag start with TSZ before O
sdpc and stick are not the only kill openers 
I don't think that sdpc or stick should be impossible; that is not really the goal here.
But it's criminal that they have 75% build rate on first bag
The fact that a player can build sdpc in the majority of their games means that the raw power granted by the opener is so consistent and practical that there is little incentive to not just continually spam sdpc when possible
this will make everyone main ms2
it'll be just as bad
easier counter tho
maybe for you
it takes more bag for them to send damage
they typically get the c-spin but can't get the pc at which point it is counterable
ms2 isn't necessarily a pc opener
SDPC sends you TSS => TSD => PC and have a lot of skim combo blocks
so SDPC is much more annoying to play against
it's a counterspike opener
i mean, i'm not going to give you a free quad under your c-spin
but that's actually a compelling argument for me to learn it against LST mains
why are you so against lst 
the order of annoying openers (my list obv) goes SDPC/DPC => LST => extended-sdpc => stickspin => BT Cspin => MS2
actually i think this list is wrong. maybe extended is more annoying than LST
they are annoying but arent gamebreaking, so imo they should not be removed 👍
depends on how you define game-breaking
i think they are effectively gamebreaking in every rank below 24.2k
so is scholar's mate against someone who has never played chess
or low elo for that matter
imo lst is exactly where I think openers should be
hard to abuse for lower ranks but very rewarding at higher skill thresholds
i'd favor 6-3 over lst
altho it'd make the game more like te:c zb in that regard, everyone 6-3's who doesn't honeycup
reduced garbage or reduced garbage cap:
I came here to say that opener maining is already nerfed
everytime you try to opener main a fricking freeze frames suddently happens making you miss
every single round
is that a v9 thing?
I dont think so
When v9 released it wasnt happening
Now the freeze is crazy, And I noticed it doesnt happens only to me
I won an entire match cuz my opponent did crazy DAS missdrops on opener
every round
Well I can still force 1pps for 5 seconds then go fast again to prevent the freeze messing up
but still, if its to wait I'd rather play with do-nothing plonk 
and no, I don't use t+
is it browser or client
for me, browser lags real bad lol
I play on a chromebook and it's fine for me
I think I did it like once and it was fine
i dont really see how you dislike 7+x but like 14
all this does is make early tsz openers easier
it's too much of a band-aid solution and only causes other things to inflate in effectiveness
Remove pc for first 20 or more seconds 
And if u get looped then uh just also loop
Cause lst and tki can do that
Or just time attacks
it's like stride mode in 40L but for TL
yes but in 40l you dont care abt openers
and even if you do, you can just reset
tl is supposed to be about you managing any start bag
i think at least 1 cspin opener uses late o too
tl is supposed to be about you managing any start bag
good argument for 7+X
to me tho just maybe a bit awquard to start
with like two s peice and no opener like tki
the obvious response for this is to just spam ms2
which is already quite broken as is
ms2 is the thing where u tank and then spike right?
oh
i mean ur still contradicting yourself
other options for balancing ganepkay should probably be explored as there isn't a clear majority in the 7 plus x debate
this is fine, I honestly would love longer responses like this that show effort and thought put into it.
dt cannon is an opener but it also requires stacking kinda
!
Also unrelated im surprise people are still debating
So to be clear openers are memorized setups
LST is not an opener
However openers do end in same board states or can transition to one
LST is a stacking pattern. Flatop TKI is just a bag 1 opener that easily transitions to a 7-2 board
and it just happens that LST is easily done on 7-2 boards
LST is usable in other board states. I've completed 6-3 20tsds with mostly LST
and well lucky bag rng on
to fix somethings
the first 1.2 bags are memorization, and then dt is freestyle by nature
Has this topic not been discussed to death yet?
At this point if nothing has been agreed on then we should just agree to disagree.
I think the only thing stopping the mods at this point from closing the thread is the imminent creation of a duplicate one straight after.
yeah i wasn't really sure if i should just unpin it at this point lol
a little surprised osk even removed the slowmode
You're not gonna get any more valuable information from it.
Everything that can be discussed, Has been discussed. From what I can see it's just rambling now.
Also because there’s no right answer to this maybe.


there'sa right answer: if you want to reduce the focus of openers in the game, then make the start less "stabilized", 7+X is perfect for this as it only affects the first 35 pieces
damn 💀
"there's a right answer" into blatanly pushing your own point of view with disregard to any other suggestions
what kind of opener is this
teach pls
it's much less finicky than initial garbage although i'd have fun with that too
Maybe he removed it bc he stopped reading them
i did? huh idr
but also pretty sure thats maybe also no decided
and if it is its maybe just by a bit
but bassically wat i say is i no like
it would fix TL for 95% of the ranks and it would make it less stressful for the rest
i've seen people start crying from it i dunno man
only thing that will maybe make me play faster
well if they lose multiple in a row then yeah
happens to anyone if they lose a lot
take a few deep breaths first just to be chill in case they're an extended-main so you don't rage/rage-quit
but the only thing i would agree on in like this entire convo is that the easiest way to counter an opener is another opener
pretty sure ussually openers are just like whos faster or whatever but it's not too hard to go to midgame if you send like a quad
or use tki
i could've sworn we weren't allowed to manage slowmode in threads, guess i was wrong there
but yeah it definitely wasn't me lol
mm i dont rmemeber changign it

dt cannon
nakavora 
Ms2
Can I use "turn bag into 7+X" opener
i think this thread should be unpinned. it’s not really as active like before nor the conversations recently are too relevant regarding to 7+x
Well there was definitely no new info on whether it would happen or not, and it's been a month I think since the 7+X day
i think if we want anything new to come out of this thread, we would need a longer testing period
or osk could do what he did with passthrough and blockout rules, with the in-game feedback
alternate fixes
the PT testing was between reduced, zero, and consistent
7+x is literally the only attempt atm
osk iirc said that not a lot of people answered the in-game feedback thing. probably around 90% of tl players
i didn't even know there was an in-game feedback thing
There was an ingame feedback thing?????
back when passthrough was being tested there were
and
after each game of TL which you could click to send feedback on the match
i mean theres a bit...
- standard
- 7+x and other randomizers
- starting field of bits of garbage blocks
sure but the alternative is skins and that's definitely not happening anytime soon 
technically the alternative is not pinning anything
Not so much "reduce" as "essentially eliminate"
My stance it and will remain that if anything, simply reduce the influence of openers by nerfing PCs
Adjusting this mostly just affects openers because midgame PCs are pretty rare and mostly by chance
And by doing this people still have to train their midgame but the wide range of builds/tactics that exist for game start aren't simply erased entirely
Now correct me if I'm wrong but I'm pretty sure PCs are presently more powerful in T.IO vs other games with guideline bags
Just nerfing PCs isn't enough to stop the problem of openers being easy wins in the lower ranks though
I do agree that it would be best to keep openers around if possible rather than removing them entirely though
I don't see this as a problem. The effectiveness will drop off sooner and players will have to broaden their skill set to progress further
Just like any other competitive game
you have to keep learning new things
And the biggest advantrage of going this route is now your 1v1 mode isn't suddenly completely different from literally the entire rest of the game
Which will cause a lot of confusion for new people entering the TL Q
a big argument of those for 7+x is that it makes the beginner experience very unfun because you get destroyed by openers
I think taking away the power of PCs does enough to address that
what about openers such as sdpcspin which don't utilize PCs?
I don't know. I don't see that all that often
even if you don't see them often, the meta will shift and they'll be more popular if this change is implemented
I do know that every opener i've ever used aside from stacking 4wc involves PCs
and they are responsable for most of the sudden instant deletes i've ever experienced
and like I said, PCs outside of openers don't happen very often. So this is a tuning lever that doesn't really affect the rest of the game much.
I agree, I'm just saying only nerfing PCs probably isn't enough to fix the main issue of kill openers
I would essentially just prefer a solution that doesn't make TL suddenly an entirely different game mode
rather than just the place where people compete
nerfing PC's won't do anything against extended-SDPC which is one of the major contenders to being a problem
also mid-game PCs are still pog tbf
but somehow if anything is done as opener, it is "less cool" regardless if it works
this is uh
not at all a problem
imo
maybe im too low to see it
sure if i fidn the 1/10000 pc looper i'd lsoe but the real issue w/ opener gameplay is jsut people being too fast at sdpcspin/stickspin or even c-spin for me to be able to reasonable prepare a defense
PC nerf would only 'fix' SDPC/DPC but would do nothing with the other kill-spike openers being a bit too reliable
at lower rank just stickspin is already a menace
maybe 6-3 meta wouldn't be too bad after all. It honestly kinda already is once you're past the openers
i just think make 2 que s for tl like 7 x and normal and if the playerbase isn't split like at least 30 percent then that just means that people dont like 7 x
id be really concerned about wait times, but if "Character Mode" is to have match making I suppose it could be a good test for something like that
I just really, really dislike the idea of TL playing so differently from the rest of the rest of the game where changes probably aren't needed so much
but whats wrong with nerfing pcs
like if they do extended spdc just like do tki lst and ds
if you just take away the pc from sdpc then you can live easily (probably)
Well, that's exactly what my proposed solution was
their argument is there are openers that don't rely on PCs that wouldn't be nerfed by this
though frankly the PC openers in my experience are far more common
its partially because PCs are a fixed and rather high amount of garbage added onto whatever garbage the line clear sends
rather than being variable
honestly the fixed value is probably a good thing but I think it's too high. If a PC is taken down from 10 lines to maybe 8 its still a decent attack but is less likely to be instant death in an opener
the idea is to not have to memorize a set of placements from an external wiki in order to stand a chance against what's effectively a 28-piece recipe to winning the game, and then otherwise stack like a D- rank
If you can make a C-spin outside an opener then 7+X won't stop you from doing that
wait this is still in discussion?
I've been seeing botched BT -> c-spin and also. Interestingly, a DT cannon into TST Tower in A rank
yea it's still an even split
14k messages lmao
The sad thing is that what we actually do see imo is that the game retained the people who like openers, because those who didn't might have already left
Personally I'm just try-hard and tenacious enough that I don't give up on some things early even when bashing my head against the wall
Someone should do a bullet point recap of everything that’s been said
Time to throw 14000 messages into chatgpt
Inb4 it trolls us and changes some points 
which models have big enough context window 🤔
Well it's not worse than it already is then 
that's pretty dope 
I can ask it for more details, but that's very long, here's the chat for anyone to play with it
the bag-1 system
i wonder what the bag-1 system is
1-bag
only
remove the early O 
i guarantee, someone will lab a late o opener and this suggestion will stop working
i do not consent to being used in an ai!!!!!1 😡😡😡😡😡😡
already exist
if we do anything to the bag, it needs to become more unpredictable without having bias to any piece
to everything adt said
out of 14k messages it chose to bring up mine
#1225191549881810965 message
dt cannon isnt really an opener though, you can do that basically anytime
every day i hope 7+X comes back
every PC looper and LST stacker affirms this thought
maybe one day
we, get it
zhun try not to mention 7+X every day challenge impossible 
https://vxtwitter.com/RakuraiMedia/status/1793176897330856228 opener culture in 7-bag
This is honestly why I cringe at some online http://tetr.io players... 🤔
💖 2
waste T nightmare
when i say
only i mean there's only one 
you run out of pieces afterwards
me when i deck-out in tetris
thats just a droughtfest
definitely worse than 7+1 unless it's done as a chaotic gimmick
also we already know this
but the worst part of opener phase is that it ruins the average stats
so you can't really know if 70 APM means people know how to play beyond the 35th piece or they just loop something
im pretty sure you can determine if someone is an opener main by bloated stats, but there is a thread talking abt scaling stats by round length which technically is more accurate
hits you with the
No more moves can be made.
UNDO some of your moves with the UNDO button or RESET by clicking the indicated pod to the left.
Press HINT any time you are stuck on a puzzle!
Bejeweled 💎
no more moves
no moves is what opener main gets after they misdrop 💀
nothing new to them
so like the first 4-5 bags have no T or I pieces?
wait 3 random pieces . . .
so 4 bag?
Remove 1 piece from each bag
Would be fun with allspin ngl
can't say i agree? and i'm the allspin guy lol
Openers feels like a lose-lose situation to me, like yeah I love winning a round using SDPC-Spin but it doesn't feel very "deserved"/"worthy"/"skillful"
Personally, compared to midgame, I think that winning to openers doesn't feel that satisfying, and losing to openers feels more frustrating
To be clear, I tried 7-X and yeah I hate it too when I can't do my opener, but that's just how humans react to changes. I do believe that once 7-X is rolled out and people start transitioning and get used to it, it will feel great when they win and "my opponent deserved the win" when they lost.
_ _
as for blitz and 40 lines I feel like there's world record label attached to it so I don't think people will like leaderboard resets nor bag changes, but maybe a new mode (5 million blasts anyone?) would be a welcome additon to singleplayer modes
I like the changes to openers because you get to do other things and less confined to doing one specific thing that serves as a counter
starting to think 7+x isnt as bad as i thought before 
would still be interested in finding other solutions but if this is all we have, it's alright
14-bags anyone?
that's quite painful
7+X is less disruptive
i mean it could be 7+2, 7+2, 7+2, 7+1 instead of 7+3, 7+2, 7+1, 7+1 🤔
at least you recognize the degree 
I'd be down for an experimental mode of 7+X, maybe have its own arbitrary ranked TR as well?
sounds fun imo
id be down to try that
def not 7+1 cause dpc
I feel like people should have a quick choice at the start of each match/game. - 7 bag or 7+X
If they both pick the same thing, that is what type of bag it will be.
If they pick different options, then it should be 7+X
7+X already is 7+3, 7+2, 7+1, 7+1 affecting the first 4 bags, that's what i meant
i think 7+x is mostly alright in its current form, cuz the 3 extra pieces are not at the start of the queue
pc setups assume the extra pieces are at the beginning
I just find 7+X more disruptive than simply shutting down openers. It messes with other more drawn-out strategies as well
I did just fine during that little test run but I didn't really enjoy it. Yes, I went into it knowing openers wouldn't work
And as i've said a number of times before, I don't like TL having substantially different rules to the rest of the game
if the more drawn-out strategy is starting with LST, then that's also just as much an opener and it makes sense for it to be disrupted
I still don’t think you can remove normal 7 bag cause bassically half the community agrees and disagrees
and with the thing saying there’s not enough player base for 2 tetra leagues they maybe just not play tl if it’s just 7x
but I guess idk if it makes sense or not
Also should think about the people that quit tl because they get frustrated with dealing with openers
I guess that maybe more people would quit from openers than if 7x was added tho but I mean everyone just says to just deal with openers
And I maybe kinda did
speedgap will be maybe a problem and maybe matches more stale
by "the community", you mean "members who decided to join the Discord and are fairly active in the Discord", which is a very non-representative slice of TETR.IO's player base
this subset of the player base is skewed heavily toward higher-ranked players. additionally, players who prefer using kill openers are going to be more likely to join this server and be active because they're very willing to go out of their way to use external resources (e.g. four.lol) to learn those kill openers. people who just want to "play the game" are less likely to join a Discord server and/or use those external resources. the result is a thread that seriously overrepresents people who are opposed to 7+X (kill-opener mains and those who are more resistant to change). this thread is not meant to be an accurate poll of attitudes; it is meant to generate discussion and reveal more insights from different perspectives
this is pure speculation, but I'm willing to bet that the actual percentage of players who would prefer 7+X or something like it is far higher than ~53%. after all, this change is meant to solve a problem that primarily affects lower-ranked players, and much of the opposition comes from the high-ranked players. low-ranked players are far less likely to join the Discord server, let alone participate in this thread
tbh tho osk should maybe make a in game poll or idk maybe will make real numbers maybe won’t
not very sure maybe
unfortunately won't make very good numbers for a few reasons:
- is biased toward players who are active during the 7+X test (will skew the results more toward "no")
- risks getting kneejerk reactions from people on both sides (will probably skew the results more toward "no")
- has survivorship bias: players who quit due to openers won't respond because they quit (will skew the results more toward "no")
- requires voluntary response (will skew the results toward the side that has the strongest opinions)
then there's the question of poll design itself - a simple yes/no poll shoves people into one of two boxes: "yes, I want 7+X (3, 2, 1, 1,)" and "no, I want regular 7-bag." this leaves no room for opinions in the middle. for example, I'm in the camp of "7+X but it's less chaotic (something like 1, 2, 2, 1, 1)." if the poll is to contain a third option like "other, please specify", then mods will have to read the individual responses, and this leaves out the opportunity for conversation in a centralized place
most likely, this stuff isn't immediately obvious to most people, so please pardon my walls of text. I just feel like explaining this somewhat in-depth because I love talking about the bit of my statistics class that I remember 
yeah a poll would really not work for 7+X considering all the skewed results from the Tl testing period
has survivorship bias: players who quit due to openers won't respond because they quit (will skew the results more toward "no")
this is the worst part, i've seen quite a few people quit because they're annoyed with dealing with [whatever is double your speed in tetrio] openers followed up with either absolutely no stacking ability to literally downstacking for 5 minutes and never sending a single attack ever
i'm not surprised people quit
honestly i sometimes wonder why i play this game, like, half the matches are stressful, half the matches are unusually easy, and half the matches are just annoying
still hard-stuck
i can see why anyone in my position would rather just play a game they enjoy 100% of the time and not just "sometimes if they're lucky and otherwise tilt-queue to get TR back" (not fun)
the people who have zero midgame beyond the opener would just fall down to 23.1k and leave me alone
literally just had some guy 6-7 me and then tell me how much i suck because i'm "only 2 pps even after 1300 hours" 🤷
on the bright side at least i found the first actually openly toxic person in U rank in-game, new achievement unlocked i guess
very fun
i probably misdropped 1 piece
i do hope every day that 7+X comes back so that people start to make new things in a game rather than repeat the same thing every single time and then be rewarded for it immensely
I think maybe at least more testing with this stuff if it’s considered and in like maybe not tl or smth cause we got like 1 day or smth
I'm not naming anything specific, you are making assumptions
and in general i dont think essentially removing strategies of any sort because some people dont like them is a good solution to whatever you percieve the problem to be
and its pretty apparent to me there isn't enough of a consensus here for any permanent change to be without controversy
it's harder to build then
baron kept trying to prove this and i kept countering it 
i never said i was good at 4w in the first place man
the fact that i was still able to build it was my main point
i mean if you want i can 1v1 you with only 4w and maybe i will get enough practice to do anything substantial
like, i should be able to build it 90% of the time, and by the time its built, the bad pieces are done
well yeah, because the openers that would make things harder for th em aren't there.
maybe spdc 4 w 
Stupid party dumps candy for wolves
Also what is spdc
Sdpc
SDPC AKA Sad Dreadful Purple Clowns are scary specimens that are infesting the Tetrio community and they are multiplying at an insane rate. Remember: DON"T BE A SAD DREADFUL PURPLE CLOWN!
from a reputable* source
so we are flaming users for using opener instead of providing information to the people asking now

SDPC = Single, Double, Perfect Clear
https://harddrop.com/wiki/SingleYou
Yes, Vał, I know I’m single
i'm not 
bro typed the ł in vał
I mean it’s as simple as tapping and holding “l”
Is that… manakarei?!!!?
yes
Manaka rei?!?!?!?
the sea pancake vtuber???
wat is this thread
something about a better bag so that people stop spamming 3.8 pps multi-bag openers
problem is, theres things it still doesnt prevent and completely changing tl from the rest of the game is a bad idea
better to just make some balance adjustments
people often say 7+X does too much to destroy any openers lol
you can still 4w and if anything, 7x makes 4w stronger lol
not to say the force backing any "serious" research when 7+X day happened was impressive or anything, but the math checks out
ok i don't know why but i just read this and thought you said people were going to just make New™️ eight bag openers
no lol
This whole thing does raise legitimate concerns. I just don't care for the solution presented
the biggest thing is like i said, i dont like TL feeling like a totally different game mode. It's not like removing popular openers makes mechancial performance gaps less noticable
but considering it makes various people drop from 2.8 pps to 1.5 pps just because the opener is not 100%-reliable, i don't think this is true, it definitely makes the mechanical performance gaps more flattened out
up to a point in ranks anyway
well ppl seem to be complaining "its whoever does this the fastest"
this implies that speed matters more when we have openers compared to if we dont
but I disagree with that
also personally there is not that much of a difference in my sepeed when i do an opener vs mid game
when fighting SDPC, it really boils down to if you can match the speed and send TSD while they TSS
if you're fighting dot-cannon/MS2 then you have a bit more time to send unclean garbage under it but not by much.
in B rank people are doing extended-sdpc-spin, you see some dude trying to 9-0 and they get hit with a 23 spike, but it's B rank so if anything went wrong suddenly it'd be -0.5 pps and 10 APM
and honestly this thread alone shows that without openers, a lot of people think you can't kill your opponent. When i play 7+X sometimes it ends at piece 28 all the same
7+X game
some people think that but I wouldn't agree that it's true
and that last line doesn't really sound like an argument for 7x
"somteimes it ends at piece 28 all the same"
then not much has really changed has it
yes and no
there was no step-by-step executed kill guide that makes the experience miserable at B- just because anyone can read the docs directly and do it every game
I see you mention lower ranks a lot as well
but that doesn't even affect you so why are you arguing for it
personally i just don't like fighting [some PC opener] into DPC because if they get to DPC it's probably immediate death
Which is why ive been arguing for balance adjustments instead
particularly nerfing PCs
midgame PC is pretty nice though 
it's just opener that is op because of how opener works
most PCs happen in openers
also PC nerf does nothing against extended-sdpcspin/stickspin/sdpcspin
all three of those things have "pc" in them
well thats poorly named then :p
i think extended might be b2bx3 c-spin quad? not even sure
like a tspin that doesnt have tspins in it
shit i don't actually have time to argue here but yeah those spike openers don't actually go for pc
BT-STSD also doesn't have a tst in it
name moment
now that just makes my head hurt
i mean yeah, i suppose there are non pc openers but it still weakens popular tactics without eliminating them entirely
people dont have to unlearn things they've known for years
just because some chump in B rank read a thing online and killed someone with it
IMO if someone figures out how to do anything fast, whether it's some slick opener strat or just stacking quads
they deserve to be higher than B rank and they will rise out of it
if you can learn to SDPC with super high pps you can learn to do anything else
personally, i might try to sdpc and sometimes they'll do it too
if i find they're faster at it, I can just do something different
and that often gets me through it
people just have to learn to adapt
if you can learn to SDPC with super high pps you can learn to do anything else
there is nearly no incentive
there was certainly incentive for me
by having more skills and plans in my back pocket
i can deal with more situations
SS is what it is because there is not enough incentive to do other things
by the time you can somewhat reliably counter the bs-strats you are at least U rank
well lots of ups and downs but ive been slowly creeping in that direction
people dont have to unlearn things they've known for years
just because some chump in B rank read a thing online and killed someone with it
technically you can use mid-game setups all the same even in 7+X
it's the exact placements at the beginning of the game that are slightly shuffled
if you have good fundamentals you barely even notice there is a difference other than that stuff like stickspin don't work
as ive siad before I don't like the idea of essentially entirely eliminating various strategies from the game just because its impacted a certain range of players, i just think there are other solutions
And no, it's not because I can't do midgame
I still performed about as well as usual during the test
PCs are significantly less of a problem than the "overly reliable skill spikes that you can execute with exact piece placements for 4 bags ahead".
extended-sdpcspin is kind of a problem
and it makes people leave, for a good reason
PCs are a big part of the openers I personally fight against the most.
name a plaayer with good fundamentals that doesnt use a single opener
you are forced to use openers against openers
maybe that's just a B rank thing but i dont really see this other stuff
SS is also literally "opener hell" they call it that
I don't really agree
then you are not fighting 2.8 pps extended-sdpc-spin that often
well, yes, I'm not
which tells me its not as much of a problem as its being made out
Because if it was that good I would be seeing it all the time
and probably doing it myself
NGL
but I havent seen an opener that's just so good that the only way to beat it is to do the same thing faster
you need an opener of equal strength
it's called extended-sdpcspin
no one really uses extended sdpcspin because of how weak it is to spikes
psylaris seems to do it with 3.8 pps and obviously it works if you're that fast with it
it sounds to me like the tactic you're referring to isnt as inpenetrable as you suggest
counterspikes
i feel like you haven't really fought extended-sdpcspin if you think counterspikes work at that speed
you have to guard it there is no other way
Sometiumes I'll scream "thats bullshiat" when I get rekt but really in most cases it was just me playing like crap lol
getting 1 line of garbage on opponent board so they become inf-ds-main instead of DPC looper is just shit mechanic
every day i hope 7+X erases DPC-loopers
well theres always the solution that i know no one will like
give the game the delays other games have
delays hamper speed advantage
now that would in fact make the game into the 6-3 simulator that so many people here criticize as "boring" 🤣
if you have no delays and you can literally play as fast as you can push buttons
"do it faster" will be a thing no matter what strategies are in play
so it doesnt seem reasonable to me to complain about people training themselves to do something fast
or at least in TE:C ZB that's effectively the only actually viable strat due to the delays
the idea is to make the game less about memorizing exact piece placements for 40000+ damage
I think its harmful to just go and say XYZ things you can do in any other "stacker" cant be done here because we dont like it
its quite posible to survive with cancels and then send back the clean as attack
if it makes TETRIO a better game, it's perfectly viable that it can't be done here and therefore TETRIO becomes a better game instead.
right now, aside from being delayless, Tetr.io plays like other stackers and is easy for people to get into
I think it will be a big turnoff from anyone who isn't currently a dedicated TETR.IO fan
puyo puyo tetris is niche, and if you are a tetris 99 player then the exact bag sequence at the start is irrelevant
if this change is implemented
that's actually unlikely. The current turn-off is that you start the game, get hit with a stickspin on every early O and you don't even know why you're dead, and people just quit the game and play valorant.
i.e. this kind of change only serves the existing community (if it serves anyone tbh)
it will be bad for anyone coming from any other game on the market
unless some other game has also adopted this system
it serves lower levels more than higher levels per say, for me it'd remove the need to mess around countering DPC loopers, but lower ranks would actually have stacking as a viable option instead of being forced to "just learn sdpc-spin bro"
but as far as I know these special bag settings were invented with this game
which game are you actually thinking of that is actually popular and official tetris rn?
that and 7+X only affects the first 35 pieces. After that everything you've learned is still applicable.
or send like any attack while its still being built with tss lmao
that's where you're wrong
even before it, it is applicable, just not with literally every single piece placement being fed to you by a wiki document
7+x doesnt just mess up openers
it messes up anything besdies just random stacking tspins and quads
it messes up anything bedies just random stacking tspins and quads
i see no problem
finally you can't just apply the same formula over and over
and it feels like I have to throw down the first 4 bags as fast as I can to get to the actual game
which isn't a whole lot different from doing an opener lol
currently you don't even get to the actual game unless you happen to send uneven garbage below the loopers.
thanks for illustrating that there is a counter
frankly all of these tactics have counters
to me, its little different than choosing an opening move in #927697331099430923
except chess is turn based and this is real time
it's not fun, dude
it's honestly stupid
it's one of those things you do like periodically scrubbing the toilet
you invalidate the bullshit and you get to the actual game beyond the DPC loop
and sometimes you fail and suddenly "oh look, DPC"
and like i said
i wonder if my tenaciousness is an error because i probably would have quit long ago
its not about being an "opener main"
I muddled through the test they ran and came out relatively in the same place i was before it
vaow fun
literally a -0.9 pps drop
oh look i failed the TSS at the start guess i die
I can do midgame not just openers
you say this like being punished for mistakes is a bad thing
I curse myself out for those kinds of mistakes all the time but the fact is, if I messed up i deserve to lose
0.9 pps drop once out of "opener phase" tho
this is what the game rewards right now
i dont think thats a very good image to prove your point lmao
my pps really doesnt drop that much after an opener lol
the stats in that second round are still quite impressive
the game in the middle is a real game, the one at the top and the one at the bottom is bullshit
it might go down a little but not that much
exactly, i want games like that
the problem isn't that i lose, it's that i lose to bs strats
i wouldn't want FT7 with every game lasting mutliple minutes
dpc looping makes the game a massive nuisance
tbh
welcome to the game i guess haha
better than league of legends where every game is 40 minutes
and you can't quit ever
well i quit lol a long time ago but not for game length reasons lol
the strange thing though
is the games that eliminated that concept have never done as well
i guess some people like it. 
I mean I'm not like a FAN of it or anything but it also doesn't BOTHER me
no, the reason I quit is much simpler
I really enjoyed some of the other game modes and they got removed
when i started LoL dominion was new
and I really enjoyed it
Then it got removed
and so then i fell in love with 3v3 and heck it even had a ranked queue
I got pretty good at that particularly with a friend
So this "autochess" thing was catching on in its competior, DOTA 2
and they worked on their own version
it was only really ever popular in china but they make big money in china so they pursued it
as late as 1 month before Teamfight Tactics launched, they said 3v3 was not going anywhere
and then TFT launches
and 3v3 is removed almost immediately after
so thats twice they removed a favorite game mode
and i just said EFF 'EM after that
why is it bs tho if theyre able to play just as well past opener
theyre just using one to supplement their skill
I can understand being critical of noobs discovering an opener and beating the crap out of somebody
but I think that's really just a low rank issue
i don't think its that much of a problem in the upper ranks
there is counterplay for pretty much any opener
because openers destroy that part of the game instead of supplementing it
IMO in high U you should be ready to counter opener for the most part if opp uses a kill opener
it is a matter of speed
and it does work unless you misdrop
and the counters dont' really require the same amount of speed training
they do
to match 3.5 pps opener you need to do 3.5 pps burst
if you die then it might just be a skill issue, to put it very. bluntly 
everything in this game is always skill issue when you lose so that is no surprise
they really don't. No opener kills you with 1 attack.
loopers are practically 1 attack infinitely repeated
A loop that doesn't have a PC can't be infinitely repeated because you will eventually run out of room
2.5
ds/plonk strategies can still thrive against opener even with 1pps speed difference or more
i think PCs should be nerfed, even if they aren't part of all openers
PCs are not the problem in most cases
i guess it would nerf BT => c-spin loop but... eh
i guess DPC would get nerfed
PCs ahve a fixed attack value that adds in to whatever caused the pc
someone said all clear should send lines to both opponent and self, that would be funny
they don't require a btb to be powerful tehy are always powerful
but 90% of PCs (or more) are in openers
thus nerfing PCs nerfs many openers
like here, you covered the left well, but otherwise it would've been survivable
did they really put the O on the left
2 quad :explode
EFF why am I not U lol
because you're playing with 1.4 pps
because I make too many errors thats why lol
as pps increases, precision decreases
im just saying
that was a really bad play
opener may be disproportionately strong to other phases of the game, but that doesn't give you an excuse to not prepare for it, at least at U-X level
you should try playing against 3.4 pps
see if you make bad play
i find it hard to believe its JUST speed
it really wasnt
looking at your setup and your next queue
there was an obvious path forward
it was over
it really wasn't lol
when they got quad-pc from dpc it was over.
you could easly downstack more than the incoming perfect clear
you definitely had enough time to survive with a small burst
^
15 incoming, cancel 12 ds 8 = -5 lines down
on the bright side, i left that game and played better games after.
I'll take this as proof that I have good game knowledge and just weak mechanical performance
different rules apply when your opponent is 3.5 pps
just sayin
Depends on how far way you are from that
everything is releative
There's little difference between 4 pps and 3pps vs 2pps and 1.5
so if you can 3.5 pps then you can typically build fast enough to guard garbage that you are forced to tank if you are slower.
the relative gap between is the same
and yet cz is #1 and oddly also burst speed 5.5 pps
thus the same plays should have the same outcomes
speed matters at every level to let you do what you want
also for the record im capable of better just recent games were playing when i shoudln't really have been playing
I'm just going to say that it takes just as much or less effort to learn how to counter (or at least survive) a very fast opener then it is to execute it at very high speed
(in my experience)
like a first bag tsd opener or TD opener should suffice to survive most rounds against a 1pps speedgap provided you don't misdrop and know macro strategies
i probably need a first-bag TSD opener for early O and no early i
gabe louis keeps telling me i should learn flamingo cradle and flamingo cradle mirror
maybe i should do that
you need openers to fight openers
did you fight niya 
this wasn't my replay, this is from SS
but i fought niya once
and i won 7-2 it was a confusing match
didnt know this thread turned into vod review 
niya does like 4 pps mech
just pointing out the problem 7+X woudl have solved
their sprint it mech
e.g people literally not knowing how to clear lines after 1 misdrop, in SS
it has been pointed out enough btw 
unless you want to beat the dead horse again
then i digress
with 7+X, people would have to get beyond the opener phase and play the rest of the game
it's been 6 weeks of course everything is pointless at this point 
complain in #tetrio·general instead 
dw i do that too
at least someone will read your message and probably not get bored by this thread for the 300th time
this is the nature of the game
what a statement lol

use the meta defining conversational openers
discord could really do with a reworked RNG system
"hi"
well now i'm forced to say hi back or else he wins by default 
pesky opener mains forcing our hands once again
roll a 12 to say hello
d12 or d20
throw nat 1 and you choke on air?
this is truly the equivalent of getting 





as your first seven pieces
irrecoverable; game has already ended

2
If you play well you can survive any opener at 3.5 only going 2 pps and bursting 2.2-2.3
i can work with this 
It hasnt really worked on me but 95% of all my matches against psy were throws or tilt from me
Extended is powerful but if u literally send like 8lines they cant really use extended
Not to be that guy but I'd welcome that as my first 7 pieces
.
Challenge accepted.
i mean that is the perfect start to a 6-3 stack
Lol me fight psylaris when I was in u
Lol so cursed
If ur really good at pcs tho I bet you can find one every bag
Then we’d have pc spam openers
If we got pc spammers is it just s kill
I keep hearing this and I just really can't agree. Sure, just like you i see this round or that round end with an opener. but the vast majority of my rounds last at least some point past the first 20 seconds.
If I only played when I was in the right physical state and mindset, and made fewer misdrops/dumb errors I would be U
I've come within striking distance more than once
Something like 0.5% of the playerbase was even touching the queue sadly
❌
Like where are these claims coming from lol
everytime i scroll this thread i'm just reading misinformation machine or something, whether it's actually about tetr.io or anything else
we should rename this thread into: someone just lost to an opener main and now is complaining about it
the actual discussion is already over imo
all the points that could be stated were already stated and now we're just beating a dead horse
already said it 👍
yeah the tenacity of both sides is kinda ridiculous 
alternately "people who don't know what to do in the game after 35 pieces complain about it"
league misinfo is really funny, like no one here knows about it
the best people finished their talks and dipped, now thread is free real estate 🏃♂️
i only played league for like 1.5 weeks + URF not like i actually know what it is
i just remember lasthitting monsters
i play dota from time to time
from what i know mobas are definitely not all about last hitting
unless you're playing smth like antimage and you kill creeps for 30 minutes before actually helping the teammates
but thats like 1% of the roster
this thread should be locked for the time being imo
Then a new one would just crop up.
that's deletable
yeah i mean we'd obviously shut it down as a duplicate lol
but locking the thread means literally killing this idea, there's no way anyone would ever unironically discuss of it again imo
Frankly there isn't anything left with regards to 7+X to discuss unironically. It's been discussed to death.
put on six hour slowmode so more individuals can just state their opinions
it would be very interesting to see who just says "they won't play if 7+X is implemented", who returns if 7+X is implemented, and who will actually play 7+X even if they claimed they wouldn't
i was expecting to be hit by 6 hours of slow-mode rip
i don't really feel empowered enough to effectively do that right now
i re-pinned #1081243074547679302 but ironically i think that made this more of an echo chamber lol
yeah but the damn game prints money, they can afford to leave crap like this for the people who want to play it
i don't think they can justify the costs of maintaining something like that, especially since recent years have shown they needed to layoff like 10% of their staff or something and cancel big projects
the projects they cancelled were from third party studios contracted to make games
like the single player RPG they made and some other stuff
their justification after the fact was the map used old systems and they would have to test every new champion with more stuff if they kept it
#lobby
tangents
tbh for maximum "fuck openers" the X in 7+X should also be randomized
i hear the first 7+3 already makes the game "unplayable" according to some opener mains so it's already working
i don't want to take any bets tbh
sooner or later strats will be devised, so more obstacles won't hurt
can we 📌 the arguments to make it easier to find
skill issue on their part lmao
sometimes i skip openers entirely since im lazy to burst pps opener all the time and that usually doesnt change anything at all
i just like having them as an option
again, it's less of a problem in higher ranks
yeah
because people actually play the game
and not just stop after they finish the kill opener
if you aint good enough thats a you problem not a game problem imo
i don't disagree with that argument but that does not justify the experience of many players
it's either "learn opener" or "learn another opener" until you can get to the good stuff
fortunately i am seeing less opener mains now around A - or maybe they are all in S now after inflation
the thing is, opener mains can never get anywhere with just opener
you still need midgame to climb the ranks
so they all will end up hardstuck in a single rank until their midgame gets good
and by simply learning all the different ways to counter openers you can easily start winning against the hardstuck opener mains
all it took for me to get out of the ss/u inflation zone is to plonk specifically their openers
i didnt have to even learn how to properly plonk in midgame
just that
can we talk about the A/S zone instead
remember, the argument is not that "opener mains are strong and should be nerfed" it is that "you can not choose a different play style against a certain play style"
against opener mains there is few options and it does not make the game interesting
idk anything about it sooo
i can only talk about the u rank zone and maybe a bit of ss
but i got out of ss like half a year ago
it's why you don't really understand the situation
half a year ago is different from today
i still see ss ranks from time to time on tl but those ss ranks are usually always borderline U
i'm going to get to the A/S border soon and I'll report what I find
so i get your point
yeah i get it
you either just beat them by simply being faster or plonking and dsing
another thing to keep in mind is to get to midgame you need to pass the opener
the main problem for people to learn how to get past the opener is that theres not enough resources out there for people to figure things out
I can midgame just fine, in fact, but i'd die instantly at sdpc spin, I don't have a chance to midgame
this is a valid point
openers are covered way more often than other areas
I usually tried to be braindead faster but
i ended up being stuck in ss/low u
another thing
since that didnt work that well
i had to have a top 30 global friend explain things to me on how to be more efficient lmao
and your average a rank simply cant pull someone like this out of their pocket for free tetris coaching
(they can get wumbo coaching though)
/s if that isnt obvious
The argument that "People can just learn to counter openers" imo is really dumb. if people learn openers then learn opener counters, you end up with pretty much the same game as when openers don't exist, but a far worse experience for new people as I've said
i disagree
different openers counter each other
so it kinda adds a little bit of rock paper scissors
)
