#All Clear Nerf is too heavy
1 messages · Page 3 of 1
fr
like yeah its hard on a lower rank player... so to get out of the lower ranks you need to learn how to counter it
openers are not just setups, it's a phase of the game, refusing to learn how to play it is refusing to learn how to play part of the game
like for me and a lot of others the dividing wall of getting into X rank was being able to beat musik. because they forced you to time and actually build attacks
this was like 2-3 years ago so idk about who the gatekeeper is now
refusing to learn how to play the opener phase is liek refusing to learn how to downstack
i knew how to play it, it just sucked
... and others know how to ds cheese but to them it also sucks? so the best place would be between both options?
well some people think downstacking sucks
some people think pressure sucks
does that mean that's invalid?
people think whatever playstyle counters their owns the best sucks tbh
won't lie that I'm the same tbh
I don't particularly like playing vs cheese
it's not invalid, just weaker now
opener isn't a guaranteed closer
game doesn't generally end in 4 to 12 seconds
it never was?
like sure I can get annoyed when someone has good defense, but that doesn't mean defense needs to be nerfed, it means I need to learn how to deal with defensive players
good thing the people who rebalance the game see its effect on the game, and therefore have adjusted the game balance accordingly
for example, so that those who are not blitz loopers have a chance to play the game without dying in 5 seconds
it is unfortunate that this required nerfing PC to 3
also I feel like you're blowing the problem out of proportions
I don't encounter openers main every game
you're acting as if opener maining was meta
I feel like 5 lines and 1b2b would be a good middle
it was
basically a b2b tetris
no it wasn't, you literally said yourself you could counter it
4.5 pps sdpc means nothing vs 3pps tki
I'm low SS (well s+ bc rank inflation of end of season) and I could 3pps the first bag of tki
you're telling me that at U you can't?
counter it MOST times, NOT all times
even tho you know what to do
it was annoying
just a race to get uneven garbage on their board
so you want to be able to 100% counter your opponent
so they stop knowing how to play the damn game
4.5 pps sdpc is not nothing idk but it might be fast enough to get second tspin to cancel tsd
beyond 21 pieces
so you just want to win?
kill opener meta was pretty miserable ngl
me when my opponents stategy has a CHANCE of working sometimes:
I agree that opener looping was op but like I think that the game focused on nerfing it so much that it ruined other aspects of the game
like I can see why 10 lines is overkill but like 3?
personally i just want to not have to "learn a setup and do it with 4.5 pps" just so i can get to fight someone who has absolutely nothing beyond that 21 pieces of presets
and especially in the midgame, part of whether or not you take a pc is whether you're in a position to do so.
perfect clears become far less interesting once you realize it's just a setup they can do 100% of the time
and it sends 28+ damage
in 7 seconds
it's called "broken"
but you didn't have to considering you yourself said you could counter it most of the time?
never said it was fun to do
right, and that's why I'm advocating for 5 lines?
like I'm not sayind don't nerf pc
meanwhile if you are a new player all you know is that you died in 7 seconds
im saying maybe they nerfed it too much
you just wanted to play some tetris and this dude is flexing on you 32 attack in a moment but if they misdrop it, they fall to 0.8 pps
there is no reason for the game to reward all clears (as much as it did) if they are this easy to make reliably
and otherwise are just rng midgame
and that's why I'm saying they should be nerfed, just not as much as they have been
i don't see why it should be more rewarded than it is now
it is already accompanied by another attack, see MS2 or BT=>C-spin
so any buff to PC would just be an "effort to make DPC viable again"
instead of doing a strategy that wasn't repeated 100k+ times
lets say pc spam was 100% pre update and like 10% effective now. is there a reason we shouldn't aim for 50% effectiveness of openers?
pc nerf to 3 does seem extreme but I'd wait for the meta to develop a little bit before making my own opinion
esp since there are ppl labbing b2b allspin pcs 
cheese is annoying! I sometimes loose to cheese, clearly all singles and doubles should do nothing and triples should only send 1 with combo.
same logic as how pcs are being treated rn
if pc sent 5 lines it would basically just be another b2b attack right? so it would be nearly equal to lst/st/6-3/any other patterned tspin stack?
they are already nerfed, that is why combo 3 is what sends
did you see T99? you get 10+ damage from a single 2-combo because of attacker bonus
This would essentially level the field between dpc loop openers and all other openers no?
like imagine if hold b2b pc opener actually works and pcs are used to blitz out massive surge
topic derailing part 127357378
okay but it should be nerfed more because it can sometimes ko me and I personally find it annoying so it should be unusable in the slightest
show me a game where single and double (not c4w) ended a game in 4 seconds
actually, maybe find one for c4w, idc 
someone is about to list the entire tetris guideline game library for this
no, but it makes rounds last 4 minutes, with me still loosing, which I find annoying, so that playstyle should be nerfed to the point that it's unsuable
my rounds don't last 4 minutes 
ok but they do at lower ranks so we should make it unusable
well mine do sometimes vs cheesers and the whole game should be balanced around my personal preferance
fair point, but this is why they are already FT3 and FT5
not 4 minutes 
well thet it's just 3 or 5 matches of the same thing
there's some irony after doing the same loop in every single game with early o
well mine are sometimes
and that's the difference between S+ and U 
send more and the games will be shorter
right and we nerfed the early O loops so we should do the same to the repetitive cheese rounds
cheese is already randomized so it can't be repetitive
the garbage pattern is always a bit different
pc garbage is also randomized?
and because on rare occasion I have long rounds with lots of cheese, and because 1/25 games I play in my rank end like that the game should be balanced around it and that playstyle should be completely invalidated because the only good playstyle is 45 second rounds with mostly pressure because that's the way I play and no other playstyle should be allowed to be viable
also even though I can counter it with good timing most of the time, its not fun and I can't counter it all the time
my whole set was less than 90 seconds 
forgot the image lmao
crazy you beat someone that had 25 lower apm than you
and 70 lower vs
in a short ammount of time
when PC loopers win with 250 APM and their opponent has 20 and they say gg:
that's this thread
mf who??????
are you saying games won with PC loops are not good games? 
and was 700tr lower in the previous season
even at my rank the max apm from an opener main is 150 at that's at teh absolute highest
and the average apm is 50 for everyone elso
who the hell is opener maining 250 apm vs 20
jfc just accept that other people have other preferences
at what rank does that happen
I was low SS too, and average opener APM was 80-100 at best
winning in 4-7 seconds is disruptive to the game
you are disruptive to the game
cheese is too disruptive to the game
spikes are too disruptive to the game
everything is disruptive to the game
pressure is too disruptive to the game
do you want everyone to play the exact same way
and be like
yeah this is fun
i mean so is opener
and so is tki/lst spam
Me playing on a 2FPS ipad is disruptive to the game
and so is plonking
and so is infds
i dont see your point
do you just have a problem with every single playstyle besides yours
the game is disruptive to the game
just let people have their own preferences at the very least damn
your word is not the fucking gold standard
you are greatly exaggerating the problem and ignoring the fact that the argument applies to every other playstyle in the game
pressure is so unfair I literally can't have a break it should be nerfed
spikes are so unfair I literally can die at any point
i mean, b2b charge targets it slightly for that reason
cheese is so unfair I literally can't downstack what they send
macro is so unfair they literally counter all my attacks
this is so unfair all my attacks that i learned how to send are now nerfed
Well Zhun, tell me what is so bad about PC sending like 5 or 6 lines
what i don't get is what exactly you intend to achieve wit hyour proposed change of "re-buffing all clear" beyond bringing back the specific openers that were effectively making the game the same (despite claims of variety) in every low rank ~~ either MS2-DPC or SDPC/DPC looping
like, if you understand why the changes were made, then okay
if you don't understand why the changes were made, it seems irresponsible to demand any further reversion
ms2 dpc 
^
ms2 dpc 
also I, regularly, and consistently, countered sdpc with hachi
it's not like it was uncounterable
guess how many times my pc killed my opponent!!! oh wait I sent 1 pc each in 2 rounds and they weren't what lead to their loss
I played MS2 Dpc, and I would like 2% of the time get the PC off on either, just becuase thats what happens
hachi isn't even an actual counter to sdpc it's just that sdpc isn't as meta breaking as you describe it to be
and 1st->2nd->dpc gives a lot of opportunity to send lines in between and counterspike
also there still isn't a response to the question of why pc send 5 is unviable considering it would level pc looping with 6-3/4-5/lst/st stacking
during 1st->2nd->dpc you are actually on a pretty even playing field after the first pc, if you can think quick you can counterpike and go into an advantage after opener, but if you play badly get pressured to death
5 for a pc is still pretty little ngl
PCs are literally made in 5 seconds
it's not as bad, but it's still shit and completely unusable even as a joke opener
why should they do a lot 
it would at least be middle ground between 10 and 3 and would level dpc looping with other openers
tsds are made in less pieces than pc
the goal is to discourage looping
why dont we discourage stacking as well at that point
is lst/st/6-3/4-5 counted or nah
because that's the specialty of pcs, high unpredicltible burst with little stack
that's the only reson midgame pcs are ever good really
and the downside of pc is you have nothing to defend a counterspike with and it's pretty hard to just start making damage off of a empty board
the drawback is that they aren't always possible and hard to see
i dunno if you noticed, but b2b surge
that encourages b2b????
it also encourages breaking it
instead of merely being a passive bonus
b2b is maybe kinda boring now
it's a straight buff of old b2b before 7 b2b
yea after the novelty of it wore off it is kinda boring compared to old b2b
maybe people are bored of actually playing the game 
sad
???????????
i mean all the complaint here is that the matches are too long
no??
when?
???????????????????????
I was making an example of how the arguments that are being applied to pcs here can be applied to every playstyle, and I chose long cheese matches because that is the playstyle I struggle with the most and am the most frustrated at
didn't you read your own argument? that the games are 4 minutes long?
why is that a problem?
I don't actually think cheese should be nerfed
.
people are saying b2b without immediate reward is "boring" but what is wrong with charging b2b for a better attack?
Did you not see the blatant sarcasm from all of us in those messages
"immidiete" after 4 clears
does this thread really need more sarcasm 
sorry you are right it has been sarcasm from all sides for 40 minutes now
suggest features on the Hard Drop Forums
well it was less sarcasm and more giving an example of how the points ageist pcs could be applied to other playstyles, and I was using the same faulty logic to express that
I still haven’t heard anything about why send 5 would be bad 😔
to little and doesn't change much
so, sarcasm
honestly here's my take: if perfect clearing didn't define and trivialize zenith speedrun it'd probably still send 6 lines of garbage. there's been a lot of discussion here about how QP2's design shouldn't leak into TL and that seems relevant here. i think it should probably just be brought back up to 6 rows of garbage so we can focus on things that actually matter (by this thread's own votes, 19 to 1, there are more pressing problems with the new season)
well yes but I wan't useing sarcasm to be condecending, I was useing it to make a point
yea just separate zenith and tl
also isn't sdpc stil meta for zenish speedrun?
not as far as i know
current WR (still nowhere near the 1:40 it was getting when all clears still sent 6)
this dude just did SDPC => DPC => stickspin and got 170 APM
ngl that's wild
all clears are already still strong
What if a poll was made (like an actual large one in announcement) that asked what should happen to pc, whatever gets voted on gets added to the preseason play testing phase, and from there see how it effects gameplay
I mean the preseason is for playtesting after all
That’s genuinely good idea
Like I'm not saying just follow the general opinion to the letter and put in actual season 2, just use it as a baseline for playtesting
too minor a change to ping @everyone about lol
5-6 is a perfect number for pcs (and only 1 b2b instead of 2) since it's basically a sending a tsd/tetris and at worse, a tetris pc sends 10 lines which is more livable than a 14 spike
Why is the last option worded that way? It should be something like "I'm happy with the update". This isn't a fair poll lol
The question makes the implication that people already have a problem with it
Because I said worst, not bad, saying that no change was the worst means that there were absolutely no flaws, if you think a single change was even slightly flawed you would pick that
Maybe not an @ everyone but instead just a post in news or something, without a ping
So that mainly the people who care would see it
that would create an insanely biased poll, why would a person happy with the changes deliberately check #news to see if there is a poll about it
you'd just get the people via selection bias who are currently unhappy about there being a change to their meta
it's like google reviews; the 5/5 customers usually don't leave a review, an 1/5 or 2/5 definitely will
???????
Neither person would know otherwise but players who care a lot about the game and check it regularly would
There is no reason a person who likes the changes would check news less than a person who doesn't
i never check #news and i care about the game 
honestly before you mentioned it i didn't know it's there
not what we're planning rn
we want the discussion to progress realistically
Too many messages in and the only thing that has progressed is my descent I to insanity
hence why me & garbo arent saying much --> we want to listen, and talking will influence the convo
but i can assure you we are listening
yay
This sounds like a threat ngl lmao
lmao
osk is in our walls
can confirm, have been keeping up with the discussion across all levels of play
been reading and talking to many people about the changes, and i do plan on iterating more over these next 2 weeks
the first game in this replay somewhat shows that +3 can already be quite powerful
idk if the pc was the problem considering you survived not one but TWO tetris pc's and then got timed and counterspiked with a td which only sent you 13 then got surge spiked with 10 on top of that
i mean i'm not saying it was a problem
i take my L
but it should not be underestimated
tss tsd tss tetris pc tsd tetris pc all with b2b and you're still alive having sent a tss tsd and tetris and somehow pc is still powerful
with this stack to boot
that I piece 💀
it's not that the pc is still powerful
for me at least, with the stack you had you probably deserved to lose that round earlier. there's no underestimation of pc's +3 or any of that
it's 170 APM
and? you're at 100 less apm; not even HALF and you were still alive which tbh I don't think you should have been
the pc's should be strong enough to at least punish a player who's made a mistake in their stacking
that is actually exactly why playing against PC loopers was always a nightmare
what exactly is it about memorizing a few exact placements that should give them an insta-kill for any mistake, for almost no risk at all?
Any mistake??? Are we ignoring the entire stack the follow up and ds from your side. Furthmore the any mistake is punished applies to the opener user as well no? You even mentioned earlier that as soon as they misdrop or make a mistake they die
well i did misdrop the i piece
Also you’ve consistently ignored my proposal of 5 attack and haven’t addressed my reasoning behind it either
Even with your I md this was the stack you created after it
the loop attacks on their own are arleady powerful, MS2 BT=>C there is no reason to add an additional +5 for completing a loop
A 5 attack would make it on par with lst/st/6-3/5-4 tho? Considering it’s basically a B2b Tetris
Like I can lst at 4 and it’s not insta win
There are players that 6-3 and also don’t insta win
I also don’t think that loop openers are “all ready powerful” considering that most can be countered
They were overpowered at +10 yes, but under 3? Absolutely not
the attacks themselves already have intrinsic value
the fact it's an all-clear, with how easy it is to make all-clears, doesn't really do much
MS2 already sends a TST + TSD, why add another +6 on that for it being a loop
the player happened to have no garbage. lucky
every time i cant help myself but just come back to read up on what you guys are saying i give up 😭
anyway…
i like this argument… thats all i have to say
i kinda wanna revisit adding to surge instead of directly dealing lines
maybe like
- the all clear does not count as b2b, meaning it sends the surge and breaks the chain.
- it then adds 3(?) surge after sending whatever was there and, again, does not increase b2b at all. if surge is released, the 3(?) garbage will be cheese by nature of how surge splits in 3. if b2b clears are done, it takes some time before surge starts increasing again. this would theoretically distribute the surge attack over time to be maybe a little more manageable.
the current pc does 2 b2b and 3 garbage so maybe the 3 can be buffed to 5 or 6
random idea:
if you PC with a b2b chain you send half of the surge spike without breaking the b2b chain
If PCs sent a consistent value, what value would that be? VOTE ALL THAT YOU AGREE WITH
18
98
5
6
results are in
6
a pc requires you to setup any of the following clears as its ending:
- s/z spin double
- l/j spin double
- triple with an l or j
- double with an o, l, j, or t
- single with an i
- quad
now that looks easy, but in a midgame context where you want to keep b2b, you're likely going to need to make the setup with some garbage / color pieces below and be lucky that those can be cleared with the same clears mentioned above on the same combo as your setup
not just that, if your setup's not at the bottom of the board, you only have hard line clears as options:
- s/z spin double
- l/j spin double
- quad
what if PC injects three lines of cheese onto the opponent's board instead
(inject meaning the cheese is instantly added and cannot be cancelled)
so there is a guaranteed reward for doing a PC
Put it to 6 or something
imo 6 is pushing it a little if we're trying to stop pc loops from being heavily abusable
at least, if its doing direct lines
otherwise the garbage income is very concentrated
6 unblockable cheese garbage makes SDPC too effective
How about pc injects wound lines instead
walks in
what if PC's just do increasing damage with every time you send one, regardless of combo? you can start with 3, then make the 2nd send 4, 3rd send 5, and cap it at whatever number it used to be, or just, whatever number is most balanced?
i thought PC's sent a base of 6 damage but someone told me yesterday it sends base 10 damage
you can still incentivize PC's in the sense that clearing them makes PC openers still not broken, but midgame PC's viable?
and then keep the b2b chain bonus. keep the best of both worlds imo
that might incentivize looping to get strength out of it
do you see that as a good or bad thing? again you can tweak the settings to make it more balanced
3--->10 damage require 8 all clears
if that's too easily obtained for some reason, why not cap the damage to something more reasonable like 6?
or what if we swap the bonuses from a increasing damage boost, to a increasing B2B boost?
and cap that to a number like 6?
considering you're probably going to break b2b to build another midgame PC, you can't stack B2B heavily by looping them. unless you pull 2-3 off in the opener, but then again... that's 2 B2B, followed by 3, followed by.... at that point it becomes more and more likely that the opponent sends garbage as a counter
my brutha i'm A rank and i have learnt zero openers
i'm just trying to give helpful input

midgame pcs would be even worse than they already were in s1
hence the cap to damage?
it's.... right there in my initial message
good luck sending 8 PC's until you're back to 10 damage with that 9 in 10 chance you break b2b in between
if it would even be capped to its original damage amount
if anything it should be that the more you do the less damage they send, that way pcs can send ok damage but spamming is less rewarded
then you'd have to discuss with the rest on what's more broken, PC openers or PC midgame
from what i read, the overall consensus seems to be that openers need more rebalancing and that they make midgame PC's not worthwhile
I meant worse as in effectiveness, s1 midgame pcs already weren't guaranteed kos and could actually get you killed, now midgame pcs would be even more unreliable to KO since gamege depends on how many loops you got at the start, when there is a good chance you didn't even do a loop opener
i didnt get that at all from what ive read, the main complaint about midgame pcs is that theyre not worth it cuz theyre too nerfed
i don't think you're gonna be very succesful arguing to buff PCs beyond s1 effectiveness because of the whole reasoning behind the nerf, and i haven't done enough openers in TL to tell you more about that 😛
I'm not saying it should be buffed past s1
they mean midgame pcs specifically
I'm saying midgame pcs in s1 weren't the best, significantly less than that and it would be better to ignore them
watched a few pro games and it seems like the current meta is tki flat top -> lst
makes sense, but in other occasions when tki is not possible, there's pco once then do whatever to b2b
if pcs sent even 5 lines and you saw a pc oppertunity it would be better to ignore it
i saw some where they're not going for the solve anymore
if we are to pull through on your suggestion, then to make midgame PCs viable, you'd have to intentionally skip on opener PC opportunities. possibly worthwhile in this scenario, but i just don't see many people doing that. midgame PC's are RNG and it all depends on the risk-reward analysis of the player to decide on whether to take chances on waiting for a midgame PC.
i think in this case, most people are just gonna go with their 1-2-3 PC opener loop. but hey, that's what we got pre-season for to test right?
or have it be that if you clear a pc and youve cleared one within the last 16 pieces it gets nerfed, so midgame pcs are largely unaffected because it wears off
we can find a compromise by tweaking the bonus given with each subsequent PC. my suggestion is just an initial one. we don't know what's the best implementaiton of this if we actually give it a try. but sorry if i misunderstood
possible! but feels like a somewhat gimmicky rule to include
yeah i think a low set value is better in general
i just think the increasing bonuses feel like a more natural and easier to follow way to implement a PC change that helps find a compromise on balancing both opener and midgame PCs
but i dont really think pcs should go up in damage the more you do, that really incentivizes looping and makes one off pcs less good, which is kinda the opposite of what a lot of people in this thread think should happen
myself included
if we add a "X pieces until next-PC-nerf is no longer applied" rule, that's gonna feel arbitrary to implement. not that my suggestion isn't per se. i just think it feels more self-explanatory and natural
i already replied to that earlier, hold on
@lusty swan
bad thing
fair 😆 but i wrote more than that
i'll just summarize
- you can balance looping by capping the damage to let's say 6 instead of 10. 3->4->5->6->6-> etc.
-
- you can also plonk a double to counter
- you can also give a increasing b2b chain boost instead of a damage boost, which is lost in many cases if the loop grows too big. again you can plonk a double to send a garbage line to force the PC looping to end
the problem is that midgame and one-off pcs are still nerfed, which is a big part of why people are upset. this buff only applies to looping, which is one of the worst things to buff for pcs imo because it was also one of the most unhealthy parts of the game. youre basically just playing single player blitz and your opponent has to survive that each round start in order to start playing the game, and theres very little counterplay and risk to doing it
It could be fun to have PCs having a unique interaction with surge, something like sending the surge attack while consuming only half the charge
that's fair but once again... you can tweak to find a compromise. it's gonna be very difficult to find a solution that caters to every playstyle and every skill level, that's just the reality of the matter
and that's what my suggestion was, a compromise from a person who doesn't even know any PC solves
i can definitely understand your concerns though
im not sure what you mean by a compromise, the compromise is to keep looping balanced/making it not so overpowered and oppressive, while keeping non-looped pcs rewarding and fun
your suggestion pretty heavily incentivizes looping while keeping non looped pcs the same, which people will still complain about, arguably even moreso than they are now
i think it's going to be more nuanced, but please do take my opinion with a pinch of salt because i haven't experienced that in TL myself. maybe your previous suggestion really is better, i don't know, and that's why we're here to discuss 🙂
what do you mean by more nuanced? the solution, the problem, something else?
yeah, at lower levels the problems that the nerf intends to target (the game effectively becoming unplayable without "breaking the loop", where the loop is effectively almost a free win) don't really present themselves
the loop incentive. but i can definitely agree with you that it will make the one-off midgame PC's less exciting. but i feel like this whole nerf was the point of that... nerfing PC's altogether.
what about a different suggestion. instead of boosting PC's based on how many times you clear them, why not boost them based on how long the match has gone on?
0-10 seconds: 3 damage
10-20 damage: 4 damage
etc....
max 6? 8? who knows
maybe let it scale more quickly? 3-5-7-9? at 0, 10, 20, 30 seconds?
The solution I'm kind of thinking over that kind of solves both of the problems is to change the PC back to 6, but within the first 21 pieces, all PCs you do will add one garbage to your board
Yes, something that will have an effect to you as well. I'm not giving this solution up until now, and that's probably because I'm not seeing other suggestions on how PCs should work, it's just points on the existing solutions on how PC should be in TL.
This solution is as weird as it is, I know, but if we're talking about this game where PC is already sending 3 lines, I don't think it sounds outrageous
Dont need to be only at the start, it could always do so
i dont see what else would happen from your proposal other than the looping meta coming back to life a bit, the only way to make use of pcs that increase in damage the more you do is to loop them. the whole controversy around this is that pcs are too nerfed, i agree that they shouldnt do 10 damage and this change has been pretty good, but to a lot of people it feels like they might as well not be rewarded in the first place. thats why pcs should do 6 damage won the vote, slightly more rewarded so that theyre still viable, but not so damaging that theyre oppressive
its probably best not to set an arbitrary limit if possible and to keep it the same all throughout the game
You might just get counter spiked too easily tho
Was there any thought about PCs sending double hole garbage ? It could be explored too
if only 4pps+ loops hadn't been so strong that counterspiking was also barely a solution, by the time you tank, the DPC sends another 18+ at you
countered 
Kek I have to go home now, will continue the convo later, hope I don't forget the reply on this
PC backfire is a fun idea that had come up before in the past
double hole garbage is pretty powerful and disruptive, also kinda messes with your expectations when literally every other attack is single hole. seems too gimmicky imo
pc backfire was kind of a concept with the color clear character injecting one colored line of garbage when you do one
how's that bring the loop meta back? are you expecting the opponent still not to have sent any garbage 30 seconds in?
because looping would be the only way to utilize pcs effectively, opener or midgame, because if you dont pcs remain at 3 and arent even worth considering to be used most of the time
is this in response to my time based suggestion?
because if your first PC would be 30 seconds in it would still deal hella damage
no its for the first suggestion
then let's put that suggestion aside xd
because as you said it does have its imperfections
okay, time based is pretty bad because if the players are fast, the matches wont last that long
Well yeah, but this is kinda my point, PCs are a kinda unique thing, so rewarding them with a unique, maybe gimmicky thing might be the right path
just.... tweak the numbers man
if you think 30 seconds is too much, set it to 20, 15, idk
that isnt a solution to the underlying problem of people playing at different speeds
yeah really just base it on pieces placed
i just think its a bit too much
though pieces placed is better, it's still pretty artificial like the 14 piece rule
double hole garbage is also really hard for beginners to clear, so that could become a problem in the lower levels
a much simpler solution is just to have pcs send like 4-6 at any point in the round
they dont really need to scale
then... i don't understand why we're having this discussion in the first place
reminder that loopers generally do the loop with 4 pps, while the actual midgame can fall down to 2pps
if the loop is strong enough, they can block all incoming damage
because you brought up a solution and im trying to argue about why i dont think that solution is a good idea?
double hole garbage really messes with things because its really hard to clear tetrises once you need to deal with your garbage well, so youre basically forced to have less attack while downstacking is also more difficult. double hole garbage also basically turns large sends into cheese automatically, so it's pretty strong
if your idea of a good baseline of attack for PC's are 4-6
then just make the first PC deal 4 damage
and every PC onwards 6
problem solved and that would be perfectly implementable with my initial suggestion
why does the first pc need to send 4
Ye, to be fair i was thinking at most 2 or 3 lines of it, more would be crazy indeed
i meant anywhere from 4-6
so you're not happy with sending 4 lines because you could've gotten 6? despite saying you'd be happy with PC's being 4-6 damage?
yeah but you need to consider more because despite lowered attack they can still be looped at pretty high speeds
its just needlessly complicated to have changing values
ok
🤷
im pretty sure a lot of people would be happy with pcs sending 6 lines
Then make it 4 lines of double hole and one line to self lol
you know what dude
you be you lol
i got my own ideas, you got yours
let's just agree to disagree
?
considering the track record of this thread.....
i just meant that i said after my suggestion that it would be better to just have 1 value all across the board, your solution encourages looping so i was saying that if anything it should be the reverse (they do less attack over time instead of more) to discourage looping, but the best solution is just to have it be 1 value that is rewarding enough for 1 pc but not too broken for looped pcs
im fine with agreeing to disagree
ok but imagine being a B rank and having to deal with 4 lines of double hole garbage at the start of every round
clearly the solution is for pcs to send 0 garbage lines, instead sending a 10 second unskippable ad directly into the center of their board
remember the 14 line rules exists
pcs can send some lines and it's not the end of the world
how does this thread have 2.4k messages 💀 this is genuenly the longest thread I've ever seen on discord
ngl the 7+x thread might have been longer
7+x thread:
the 7+x thread had over 12k messages
7+x lmao
oh wow-
yeah
people REALLY care about openers i guess
i hope osk can get something anything whatever useful out of this
not just openers
*the opener phase more specifically
it was very controversial because it messed with the flow of the game, but i digress
bro digresses
true!
I mean midgame pcs are also a point of discussion here but loops are the main time pcs are used
yeah people want midgame pcs to remain cool though
new suggestion:
pairs RNG in S3 TL
and they were probably nerfed because of opener pcs, I doubt anyone had a problem because of old midgame pcs
now theres basically no point in them
Well i'm not B, but it doesnt seem that bad, you can still counter the lines
in s3 you only get one piece, randomly decided at the start of the game
double hole garbage is just really strong
let'sgoooo
double hole garbage is genuenly near impossible to downstack, especially quickly
i also think its too gimmicky of a solution when we can just have 6 damage but "gimmicky" is a bit too subjective
and considering this is targeted for low ranks... 
yes
if someone could send pressure after sending double hole garbage it's basically a free kill
basically a death sentence at lower ranks, and a big disadvantage at higher ranks
hear me out: what if pcs gave you a charge that tripled the next attack you send 
how bout pcs send bomb garbage, and at first it's clean but gets messier into the midgame
then whats stopping someone from getting a 20+ spike off of a tetris+tspin
15 damage tsd into powerstacked tetris
18 lines TST without b2b damn
it'd be easy to survive in the opener if you can ds to the collumn of bombs, and pretty balanced in the midgame because combos are easier with bombs
setup pc into tst when 
its not too hard for beginners to understand, it feels special for the person doing the pc
im a genus!
bombs is also really gimmicky and disruptive, i dont really want to play another game mode for a short time because my opponent chose to use a pc
Could be funny ngl
bomb garbage is super free clean
yeah big attacks too

i love bombs but i don't think it makes sense for it to be in tl (same for total mayhem bag)
it wouldn't be that much tbh
eh
i guess
honestly i think it would be fine
a cool thing that happens when you clear all the minos
you send the All Clear Funny Thing wow!
like if i was a low rank i would like that honestly
it can be abused for high counterspike, also slightly complicated especially if youre new to the game, youre basically only going to see it in 1 part of the game and its a different game mode
you basically explode if you send bomb garbage to your opponent midgame too
ehhhhhhhh
pcs should send 1 extra width to their board 🙏
😭
it wouldn't be that bad imo
because the person making the pc is the initiator, you decide whether to risk a counterspike
its just overly complicated and gimmicky
for every PC you perform you convert the 3 next pieces in the opponents board to pentominoes
its not that complicated tbh
its just a special type of garbage for a special clear
it feels pretty simple for me
Stupid, i like it
it kinda is compared to it just sending normal garbage
and giving your opponent bomb garbage seems to be a pretty bad nerf tbh
If we're going for weird stuff : PC sends opponent surge to themselves (they keep the chage)
yeah you have a point, but even if pcs dont do that much, i really want them to have something more special than....
3 lines
some b2b
pcs give you 1 tetriobuck
ok ill concede on that part then
whats wrong with 6 lines
and some b2b (maybe)
It feels bland, and might be enough to make looping a pain
Id rather have pc send 0 but give a lot of b2b
much better than 10 lines and pcs still feel special, you also have the 14 piece cancel bonus which isnt very useful for the pcer bc 2 pcs is like 20 ish pieces
i think a lot of the people in this thread are way too sensitive to looping lol, with the 14 line rule it's really very level
you have quite a lot of time to send something to break the loop, if you can't do that, then you aren't the better player
if there was no 14l rule then i would agree with you
a lot
lmao
im going to bed 😭
cya

if loops didn't make PCs trivial, then this would be hilarious
My main concern is not really pc-pc-dpc, it is more other loops like sdpc-dpc, where the 14 pieces cancel might even help them in some cases
And PCs never felt that special imo, even with 10 lines.
Do they really need to be more special than big glowing text that says "ALL CLEAR" while sending lines? They're super common and well understood to the point people can loop them incredibly quickly and endlessly, so idk how that can be made more special without drastically messing with the balance of the game
They're also really luck based outside of openers so rewarding that too much is a bit questionable imo
Then why is 3 + 2b2b is a problem ?
I'm fine with that personally, but many people claim PC do not stand out anymore
I personally don't care too much either but I think it's not too unreasonable to add a little more damage
As long as it's not as oppressive as it used to be
#shorts #games #esports #tetris #tetrio #streamer #gamer #twitchclips #moderntetris
unless a good reason can be given as to why this should do LESS ATTACK THAN SDPC SPIN then pcs should be buffed past 3
(that video would be around 17 attack with the new 3 attack pc system, sdpc spin does 20)
why this should do LESS ATTACK THAN SDPC SPIN
because there is no quad or tsd (or other t-spin) in it, it's skimming a 4 height 10-wide box
???????
just because it says all clear doesn't mean it should be an insta-win. honestly sometimes it isn't. it being insta-kill is nice for content but only if you're a youtuber because "having a cool looking attack that wins is good for content"
doing 5 freestyle pcs is significantly harder than a t-spin or quad
for the game itself, having such disporoportionate ttack power for a single move without requiring an actual board to do it is kinda broken
that's the point
that's why pcs were even usable
and that's why the freestyle PC tournament that firestorm was winning was quite fun, but that doesn't mean it is a good thing to have the whole versus experience be about it.,
but it isn't
maybe not as much at your rank 😮💨
also, when i get quad-PC in the new system, it sends 8
And keeps b2b
While adding 2
it was probably because of 1 combo + quad, so 4+3+1
In my experience, looper or pc spammer, just drag them to midgame..
if you accidentally somehow cannot get the garbage under them because they go extra sweaty and do 4.5 pps, then suddenly it becomes about whether they misdrop, not whether you're playing the game
Isnt that the challenge though
below SS rank it was generally "is it early O , or can i play the game pls"
If you want you can keep your L and not do anything about it or at least try something to prevent it
in U rank, it was generally "if it's early O, then i have to early-TSD at the right time otherwise they win without ever having to interact with garbage"
The challenge being "is my opponent gonna missdrop" ?
The challenge being you being competent enough to not let them all clear.
making the game be about that is bad for player retention
it also shows that all clears were disproportionately overpowered compared to any other attack formation in the game
even though it is something that was easiest to do at the beginning of the game
so you're saying you have to play the game to counter them?
crazy how that works like that
Just saying bro, pcs werent really as hard to not make them happen in my experience
the whole game against opener mains is to force them to not be able to PC, after which they complain about how "tehy don't want to play a cheesy game"
they are clearly also not as hard to make them happen as to make them do 10 damage each
also realistically how many players were openers mains???
about 85%
Where is your data from
with the end of s1, and sheetbot down, obviously it's a bit trickier now
it would have been trivial to check this 3 weeks ago yk
what are you doing to send a spike before 2nd pc
fairy cannon... opener
Opener to midgame?
where is the midgame if the PC looper wins
why is the opener insta-kill

they can get to 2nd pc within like 4-5 seconds
I can spike within that time frame
i love it when they get to get it anyway because of lag 
anyway i'ma draw somethin hold on
Yall just die and not defend about it
Im not even an opener main myself lol
Fairy or not, its still reliably easy to counter pcs
No, in S1 I just sdpc like half the player base
Aint fun
Thats because no one adapts to it
i mean maybe im just skill diffed but its not really fun exploding for a single mistake at the start of every round
Its your fault for making the said mistake anyway what
mistake being misdrop because im pushing my speed to stop them before their loops becomes unstoppable
Arent you a STD user, id find it easy to counter a S1 pc with said start
maybe don't make the same mistake very round?
Chat where is practice here
i've played 1440 hours and still screw up every now and then because of timing
it must be incredibly nice to get something right 100% of the time 
Im not sayinf its 100%, I know its completely my fault if I made a mistake anyway
what's wrong with 5 lines then?
you only lose to a single mistake against opener loop because the opener loop is op
i can 3.5-4pps std first couple of bags
Then isnt that good enough..?
okay now replace this with this
there is no other attack in the game without additional effort that sends so much damage
not in my experience
i mean its not like i can use std every round in the first place
since its a literal tss start to tst
sailboat 
that's kinda misrepresenting - how do you get to both situations? that plays in how people perceive this happening
same applies when yall bring up fairy to my face lol
but the game being decided within the first 5 seconds every round just isnt very enjoyable imo
tbf fairy looks cool but PCs are still strong regardless
the fairy cannon build has its own innate attack poewr because it has t-spins
^^^^
once you watch enough of the game you know it's not true that this is a misrepresentation
you see OSZ and you'lre like omg it's this shit again.
Simply not let it happen, whoever loses or wins said round is the better player
A mode with stakes
no one said above 30% opener mains
why should the game provide a way to get a free round without any risk involved by giving loops extra power again
as a watcher of a decent amount of the game i'm pretty sure both can be impressive by how you get to the end result
Do tell why you learned SDPC @bold smelt
lobby
I'll update later once it's ends but I'm just saying no one agrees with 85% in teh slighetst
finding a specific dono can be impressive because of how a player uses whatever pieces they have
same goes for pcs
also pictured is a U rank saying opener mains are rare in U
im just saying i dont think anyone really enjoyed fighting opener mains, sure i can suffer for my decision to not play 100% optimally and use dpc loops and whatnot but idk
I learnt it when i was interested in openers, and because its strong af
what would you say to people who dont know about it
reliability?
Werent we on just pcs and not openers
That you can learn it, but its a one way trip to hell
ok in that case, attack showcase:
1.)
2.)
ill just say there are 8 people voting in that poll
This is litterally what i told my friends
the opinion hasn't changed
yeah i meant pc based opener mains
how one gets to it plays into how people think of it
But I was on for 1st pc..
what
"they literally just learned the setup and are repeating it over and over with high speed instead of actually playing the versus game " 
is what PC looping getting a win looks like from the outside
moving on, since its opener mains this time
What does tss do to a cspin main
no i literally said pc based opener mains
not sure about it being fully the "outside"
i think youre twisting my words a little
idk im just confused about the words mb then lol
yeah its fine discussions can be hard to follow with so many people
but i really do feel that it was possible to counter it despite old s1
well on the inside it's "oh i'm fighting one of these bullshit strat users again"
"now i have to worry about getting uneven garbage on their board so they don't just keep looping"
"yet another one of these games"
"where is mxmossy when you want a real game"
thats just my experience though, i am kinda close to you tr wise lol
i never said that it wasnt possible to counter, and i did try my best but im saying its not fun, no reason to keep it at 10 when its fine at like 6
yeah im fine with 6
what are you on about bruva
literally unable to follow this part
LMAO
oh yeah time to backread eyevy's conversation
im just not fine with it being 3 thats all
mxmossy is plonk/infds so you actually get to interact in the game, not just them blitzing on you and flexing that they're so fast you can't even touch them
not saying it should be back to 10
but only until you touch them when they drop 2.4 pps
8 people who stongly disagree with zhun's percentage
and you're like "oh there's no follow-iup"
so it's selection bias 
how so?
it's like one of those facebook posts
"hey friends can you put a like on m,y cat so i win the popularity contest"
i never heard of that poll, so obviously i didn't vote in it.
i presume as it has 8 people, most people haven't.
still no clue who they are lol
sample size is small thats all, they dont represent the whole thousands of players in those ranges
cuz they're U and you're high X 
Zhun I'm just gonna tell you this once, but you have been literally almost declining every suggestion being said here, and I clearly see why people are against you at the moment, why not let people talk
that one dude who was fun to fight in TL
what does that have to do with..... anything?
again you're confusing af 
i was posting what PC looping in versus is like when you're watching it and when you're playing against it
even when i won with 4 PCs it was funny but it is also effectively like a gimmick
it means opponent couldn't even make a move and they already died
using a person people may not know probably isnt great if youre using an example to get your point across
ting704 and quarpi01 are also notable in interesting gameplay at higher ranks

considering it's a nerf that intends to primarily fix the hellscape of S+/SS/U, it's not really a surprise
X can obviously already match opener burst speed to counter
the problem was the game heavily rewarding something so easily repeatable (with exact steps for execution for any bag)
ok so like this specific one probably is common - in the sense that when there's a round that is lost quickly, this is something common to think
the opener phase focus (of 8 second long games??) was effectively a problem
#tetra·league message huh i wonder who did that
the rest i have like
no clue about
Bloody hell lol
yet another one of those "it wouldn't bother you if it was supporting your cause" moments
it would be biased regardless of side
the whole point of asking for a PC buff is effectively "i want to get strategy back that prevents my opponent from playing the game at all"
I clearly know this is an issue in the lower rated areas, but I really do feel that all clears still shouldnt send lesser than a quad
name one person who did this in reverse
one please
most people arent saying they want it back to 10 lines, i think around 6 is reasonable enough
aka "i want to use PC loop so i can win without any player interaction beyond executing the blitz loop"
I have not said anything about this thread what the conversation wasn't already about it, I have only done polls without further context
6 is honestly reasonable enough
general consensus is that 10 is too strong and 3 is too weak
This decision of mine also has the intention to resolve a little about the low ranks state
how does it mean that people want to keep 10
This whole thread was about the pc nerf being too heavy, and you are out here wanting it like that or even 0.. I think most people would really agree to not let it go back to 10, but maybe something lower than that
the poll here has a range of 5 to 8
I personally think 7-8 would be perfect because you would be able to tank 2 pcs but it isn't too little to be useless otherwise
Does this account for what kind of clear you took in the said all clear
actually think with 7-8 sdpc starts becoming a problem again, especially with tss being able to cancel tsd
also i'm technically a target of this change (because of being an opener main) and i agree that both ends of 10 and 3 are bad
fair, 7 then as the average sent from the line clear themselves are normally 1 or 2
seems to be the consensus ye
yippee finally an agreement
I feel like 7 is fairer but 6 is fine
i mean i thought it was the agreement even before this conversation happened
ye
i guess the convo got me to places HAHA
3 too little 10 too much, 6 is a decent round middle point that doesn't seem oppressive
okay we finally agree can we now close this thread so I can regain part of my sanity please
just come back to it once in a while, I honestly want to see what other people think as well
who is arguing against 6 being too much rn
zhun
lol
unless hes just horribly misunderstood what everyone's been saying and thinks we all want it back at 10
who agrees on 6
we've been letting people cook
for too long actually
a quad pc would send 10 right
2.7k messages too long
not a pc person myself to know that
yeah without b2b or combo
icic
ok I've come around it 6 is actually pretty good and maybe better than 7
since with quad is still 10
but getting quad pc is rare
if you choose your openers right, you can take advantage of the 14 piece rule i think
mm idk, i think sdpc cancels std now right
it goes both ways thuogh
sdt is the way 
yah
14 piece rule fucking sucks, but that's a discussion for another thread
fax
just saying that since its a thing rn :p
if you want another thing to give your opinions on i would appreciate yall checking out #1269727999528538162
tbh i think it does its job, maybe itll be worse with pcs back up at 6 but you dont feel opener pressure as much atm
i havent really played around with it as much
pc should give 5 b2b if u got none and 2 if u got any 
unironically i think that would be good
ye pc breaks b2b all the time so why do u have to lose itttttttt
cause u mostly skim for pcs
also
i like the idea of 5 b2b because you either just send 2 lines fast or it promotes upstack
i would think sdpc/dpc wouldn't become overpowered from that especially as you'd get +2 not +5 if you already had b2b anyway
+2 charge is what i meant with the +2 at the end, and 3 damage is b2bx5 rn
:thonk: pc should give 5 b2b if u got none and 2 if u got any
so i do think that would probably be
1.) fun
2.) not overpowered
3.) rewarding

new PC problem is that 2x b2b does not activate surge charge (4+)
if it did, you'd get a "nyoom" effect
garbo has a good point for the pc nerf but come onnn b2b x2, that's still barely anything
cool idea but if you want that don't give it 2 b2b 😭😭
in most discussions of the pc nerf b2b completely ignored from how inconsequential it is
aight here comes another poll lol
what is this "charge on blank board"
I kinda want it like set to 5 if you have 0 but only add +2 if you have at least 3
25 b2b 
again, if you're unsure but know it's in a range, say +7 to +9, you can vote for +7, +8, and +9
Isn't 4 +1 charge?
if 4 is 1 charge and 5 is 2, then the poll is off again 
What is (in your opinion) the worst change of s2?
7
24
3
New b2b
damn
pc nerf is only the second least liked change (other than mini spins), people dislike the 14 piece rule and new b2b significantly more
i think someone here brought up how bad the rounds are being played at the top level already
so yea not surprising given that most rounds are pushed to margin time because current b2b rule doesnt kill at all until 23+ chain
yea
surge is honestly an ffa mechanic not a 1v1 mechanic
i think it was a decent idea but removing b2b ramping was like removing what made tetr.io stand out from other clients
it works well when you're living for 6+ mins consistantly and rack up lots of b2b, but for faster 1v1s it does not mix well
yea
honestly b2b ramping up was one of the most unique changes tetrio had, along with multiplier combos, I think removing that and making it more generic is not a good idea
like honestly no ramping hurts unlimited clients so much because it becomes the jstris meta of inf dsing until you magically find a huge ds spike or the game is pushed to margin time and its who outlives the other at row 16

maybe move b2b discussion to the other thread?
another thread of s2 in general and not just specific changes
yay my place to rant because i cant 1app 
Idk if that's really necessary, maybe would be better as a thread in #tetra·league or other channels tbh
ok i was reading this thread for fun and i think its kinda funny how zhun has 2 points for midgame pc they use alot and i think its kinda funny how they contradict each other
"midgame pcs should not be rewarded because it is heavily rng dependant" "3 lines is a buff anyways"
well there is no reason for it to be a kill spike
but now you can safely take it
but if you've been reading the thread, you know this 
well imo i still like the suprise factor and midgame pcs being actually able to kill
like its kinda cool to get a round off midgame pc
but 3 lines +2b2b is so sad it feels awful
even tho its rng its kinda cool both to send midgame pc and kill and survive midgame pc
now it just sends 3 so its uncool to both send and to recieve cause u just recieve cheese
well yea, sending cheese is a buff
that's what i've been saying
you're not supposed to be helping your opponent build with your attacks
theres no way u believe 3 lines of cheese is better than 10 lines of clean
like its not that hard to ds 3 lines of chese man even if u get counterspiked by pc clean u can still counterspike the counterspike
you are probably getting the PC as part of an already ongoing DS attack anyway
it just adds a lil' bit of extra cheese you don't need to worry about
3+2 really
3 immediate + 2 guaranteed surge damage buff
well i like how a midgame pc could be a decision you have to make
“do you trust that it will do enough to kill or could it backfire”
in a game with minimal macro/player interaction, this kind of stuff isnt bad
what if pcs sent 3+ your surge (without breaking the surge) 
But don't most PC's break b2b ?
yeah that is a problem too
all spin helps a bit but oftentimes you can't all spin the whole PC, you end up breaking b2b
I also feel kind of scammed when it says b2b 1 after a PC but that's a personal thing
One idea that hasn't been discussed much is to restore x% of previous b2b, so that it helps midgame PC more than opener PC. This aligns with the design of backloading damage, rather than frontloading. It also is more aimed at top ranks, who can maintain high b2b.
If a midgame PC sent 6 lines and restored 50% of previous b2b, it could be a manageable spike, while not going completely all-in to lose the b2b.
For reference, I personally liked the all-in concept of midgame PC's of Season 1. Sure midgame PC's were RNG, but as a Tetris fan, I enjoyed watching pros go into midgame PC's to break up the b2b leveling of Season 1. Maybe it was the satisfying sound or the sight of the words All Clear, or the fact they're giving up their titanic b2b stat stick to all-in their opponent that was amazing and hype, but I'd be sad to see midgame PC's gone from Tetrio.
i was thinking of that but i'm not sure how to remember "the nearest b2b count before the PC happened but it sent a surge but it was not necessarily a combo"
Lol I took a midgame pc with b2bx8 out of instinct and it just broke my b2b chain and sent 3 💀
Basically just felt like misdropping lol
shouldn't it send surge ?
guess now we can only take s/z/l/j‐spin‐double pcs if we want to keep b2b
5 attack surge lol in exchange for breaking b2bx8
Not a great feeling
Ok well 8 attack total
nah, the line clear that does the all clear is ok, it's the ones that preceed it that are the issue
ooh i see
Ye I needed to skim a single and then do PC with a triple or smth
agreed
I think the main reason I'm winning more often is because my opponents are still basing their attacks on all clears, but I think the playerbase could learn eventually. Some all clear opportunities I got recently that I would have gone after, I deliberately avoided in favor of my surge attack.
Though I wouldn't mind if the all clear attack was raised slightly
repeating my point that 6 is a nice middle ground
Yeah, I'd be fine with 6. Probably not any higher though in my opinion
enough that it is viable to go for, but not too much that spamming is too poweful
i miss the 10 line all clears 😭
All Clears kinda have that element where it demands an answer from the opponent, but if the All Clear is too strong it can't be answered in some cases
If you don't do a spike to stop it, then you're going to lose if they loop it
Like a 0 to death in a fighting game
i think a fair way is just to make pc send 6 but +4 b2b
ahhhh
then that's equiv to 10
i like that
I dunno, could be too strong still
It was nerfed for a reason. But I do like 3 send and +2 guaranteed surge damage add
The current b2bx1 is kinda not much
Would definitely favor all clears done in an existing B2B chain though
i want to consider that pc leaves you with an empty board
pc was strong because 10 lines is a fairly big amount when you are upstacking
which buys you time to get your board ready again
Didn't you say it a buff?
Also another problem with all clears doing 10 lines, is that it poses a bigger threat than an 8 surge attack, which gets a special warning on the opponent's board, so all clears would give a bigger surprise
I'm like legitimately confused about your opinions bc you have conflicting stances
so take it as however you want it to be
no comment on zhun's
Like here you support it sending 0 but also support it sending 3 and also claim it is a buff and a nerf please pick one bc it makes your input feel disingenuous
please not 0 lines 😭
reminder that I am a low ranked player and I'd like my opinions be considered too
i dont think no one is going to disregard your opinion
even if you repeatedly say so
Yeah and the devs are probably reading this so that's why I want actual discussion so we can like make the system actually better
😭
come to think of it there's a config switch for how much pcs send right
if there's an around a+/s- rank reading this i want to do an experiment
theres a toggle for pc sends on custom rooms
My pick is 4 lines + 2 B2B. Just bringing it back up a bit without being a bigger threat than the new B2B system. I think that's more of the theme that season 2 is going for
but now mech tsd is overpowered 😭
mech tsd also does like 0 pressure so 👍
my pick is 6 + 2 b2b; reasoning is pcs leave you with a weak board state comparatively, i don't want to encourage solely b2b chaining play style, but more varied viable strategies
tho maybe go here if you want to discuss about b2b change https://discord.com/channels/673303546107658242/1269727999528538162
my opinion on b2b surge i'm going to crosspost here: I think surge is a fair mechanic; it solves the problem of b2b scaling, and it encourages strategic play forcing your opponent to break b2b (so you wont die), instead of infinitely clean spikes that ping pong garbage
off topic but here is what cz said about the ruleset https://vxtwitter.com/cz04022/status/1820021535014547856?t=Ihw66ad8u3BrY79yrcHPhA&s=19
so while you can survive b2b more easily top level games are dragged out pretty long and become stale pretty quickly
it's an opener nerf and a mid-game buff, i say that a lot
no since i did count this ingame, if you cleared 5 hard line clears then you're going to B2B x4 which is where the first charge happens
and so essentially +1 b2b gets you to no B2B where the next hard line clear gets you to B2B x1
everyone exercise your voting rights !!!
I like the idea of PC sending me into an instant charge
I would be happy with that
I fine with 6 b2b no line pc
But the way the poll is worded it makes it sound like it'll bring you to b2b 4 and thus give you that first charge
i did say "+(number)" instead of "B2B x(number)"
cause indeed +5 will bring you to B2B x4?
hmm
he says whatever argues against you
😭
if you say it buffs then it nerfs, if you say it nerfs then it buffs
funnily enough the 3 lines doesn't send enough clean for any counter to sdpc
wow that b2b chain is cool
I like that this shows that it's technically still viable for offense
It's not instakill but it does do damage
against an X rank btw like a pretty big tr gap
just gotta play double their speed
i think its fine but kinda sad to cut out a playstyle cuz no one is good enough to beat it
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The speed difference is real, and your opponent's 2.5 pps is not keeping up with your 4.5 PPS SDPC.
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With better timing his first tsd could have cancelled double, but only cancelled normal, but this more nitpicky.
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If SDPC loop specifically is overpowered, can we think of ways to target nerf it, while keeping midgame PC's?
remove 14L rule and let people learn to get faster at tki
boom
sdpc never been the meta
idk
wdym never been the meta
it's been the meta for like 2.5 years
if you gotta learn how to play it at 4+ pps to have a chance to kill a U rank
i think u gotta rethink that
I feel like the new changes were intended to discourage exactly this type of gameplay 💀
can't keep em down ig
i dont like why they discourage the gameplay
thats why i play it
dont really care about rank
its tetris theres openers thats just how the game is
nerfing them to the point of being useless is
idk
ever fish smolfessh made SDPC more popular than stickspin, it has been the meta
i don't think any opener is the meta
maybe for low ranks yes
b2b is the meta for me
i dont know why they would so heavily nerf the minority which isnt even meta
it is discouraged because it makes the game a frustrating experience most of the time and people just leave instead of wanting to play more
every opener has a counter
if i spent my time learning ct4 and lst instead of 4.5 -5pps i would have been X by now prolly
what minority, it's like 70% of games with early O 
then you lose to 70% of not good opener mains lol
not everyone be playing 4pps
just need to adjust thats how tetris is
is it not
this is tetrio, not tetris
this is better than tetris 
honestly i haven't played TE:C in months
whats the point of changing one of the most versatile types of games to make it conform to whats easier for most people to play
braindead speed game
game needs players dood
tetrio still rewards speed, i lose to most people who have a 2.7 pps avg and are actually playing well
the proposed problem is that the game is meant to favor pattern recognition, not pattern repetition
...
which is an issue because openers are, in fact, pattern repetition
i liked how it was versatile and you gotta like get to play how you want
I'm just going to say that looping in versus is 💀 and that I hope it dies
SDPC mains got to play how they wanted because they kept winning as their shape was OP
and made the game effectively unplayable for other styles when encountered
32+ spike in 6 seconds is not normal
eventually you would get good enough to tsd bag 1 and counter
too bad there is 14p as well now
kinda two sided sword lol
oh the variety of doing early-TSD against every single early-O open 
receiving those are actually fine