#More tarot cards / QP2 mods
1 messages · Page 2 of 1
Actually, the idea comes from Techmino (higher difficulty levels of TSD Challenge)
I see
you have to place the piece here but if you do this rotation you get a wound line, so you have to place the piece here instead, but in this way so you don't get a wound line.
And Watch out for that red column over there!
atleast the columns are visible, unlike 5m
where you had to mentally keep track of them
though I had a blast playing it
(Can't say poker is any better 💀 )
W
There is super allspin: you receive 20 would lines
now I have an excuse to put the Joker and Poker together 
We need to have a new variant of reverse mods: hyper mods. These are ridiculously difficult.
I really wanna go back to the Idea of CZSmall
with 'card packs'
like
tilted, or diagonal
Hyper No-Hold: (reach floor 2 on Reverse No Hold): No next piece, no queue, and no I nor T pieces
Hyper Messiness(reach floor 3 on Reverse Messiness): Each time you place a piece without clearing a line you lose one random mino from your stack. And garbage is 100% cheese
Hyper Gravity: (reach floor 4 on Reverse Gravity): Play at 20g and lock delay is reduced by 15.
Hyper Volatile: (reach floor 5 on Reverse Volatile) Die instantly if you receive any garbage. At least you double your attack too.
Hyper Double-Hole: (reach floor 6 on Reverse Double Hole): All garbage lines are unclearable
Hyper Invisible: (reach floor 7 on Reverse Invisible): Board is permanently invisible, and also the most recent piece in your hold and next queue, but you know where garbage will spawn with notification
Hyper All-Spin: (reach floor 8 on Reverse All-Spin): Performing any non-spin-clear or repeating a spin clear would instantly kill you
Hyper Expert: (reach floor 9 on Reverse Expert): Reverse Expert with PPT-style garbage (limited garbage canceling), and garbage cap is 20 instead of 8
Wouldn't you need 30K with the Reverse Mod?
Yeah but I think Floor X with this reverse mod feels cooler
But don’t know if anyone can even get floor 9 reverse expert
Ok. I mean Hyper All-Spin should be making the same spin clear type also KO you (I.e. TSD doesn’t go with TSS or ISD)
Reverse Expert should allow you to go below floor 0 and into negative heights
no
Why not?
that's really jank
I don’t think it is jank. It would be cool to be at negative 1000 meters
it's jank
How about if you go a few metres below your peak height you start receiving wound lines
If we have negative height, it would be easier to do supercharge runs. And height difference multiplier would turn your attacks into atomic bombs at floor 1
That seems cool
that seems psychopathic
Imagine people who do that to target people
Gatekeeping meter based WRs
By sending them little boy and fat man all at once
They see CZ and Diao (duos) in the the #1 spot and people starts spamming reverse expert
No fun allowed
Except if you’re -1000 meters you just cannot target the player at 4000 meters since there’s a ton of players between 0-500 meters
So you end up targeting those 0-500 players instead
So you cannot gatekeep height records
Don't forget they can always go lower
Like -5000 or -10000m
and thats BAD
Why?
my brain is not braining
because theres a multiplier for height difference
I think I like the hyper suggestion more than making the tyrant go negative height
It would be cool if the game adds features specifically for the top 0.1% of players
we should have a new mod that turns your computer off
you can't do anything to avert this
What is this?
it's uhhhhhhhhhhhhh hyper invisible
Hyper invisible doesn’t seem hard enough
We need a mod that can defeat 30pps mochbot
no i think just turning off your computer is good enough 
Tactical Nuke: Performing 3 TSTs in a row will send 100 lines to each player in the lobby (including yourself) and removed your b2b surge.
But I think it is better to have it once you reach 30 KOs. We can add killstreaks to Tetrio (or attack streak)
i dont even think wr was close to 30
and this leads into your other
ideas
Gonna chat more tarot cards again. For this time, I will telling about reverse cards.
The Hanged man:
Normal: Board upside down
Reverse: I think board will rotate a few seconds
Judgement will be Total mayhem bags
Reverse Judgement will be some broken blocks
I will revise my Hyper mode ideas:
Hyper No-Hold: (reach floor 2 on Reverse No Hold): No next piece, no queue, and use no I nor T mayhem bag.
Hyper Messiness(reach floor 3 on Reverse Messiness): Like Reverse Messiness but each time you place a piece, immediately after line clears process (if any), you lose one random mino that doesn’t have sky access (I.e. there exists at least one mino above in the same column) (if exists) from your stack.
Hyper Gravity: (reach floor 4 on Reverse Gravity): Play at 20g and lock delay is reduced by 15. Yes, that means 3F lock delay on floor 9, but survival depends on your skill
Hyper Volatile: (reach floor 5 on Reverse Volatile) Die instantly if you receive any garbage. Receive twice as much garbage too.
Hyper Double-Hole: (reach floor 6 on Reverse Double Hole): All garbage lines are unclearable. Start the game with 18 layers of checkerboard garbage
Hyper Invisible: (reach floor 7 on Reverse Invisible): Board is permanently invisible, including the falling piece and the ghost piece. Garbage is visible when spawned but disappears after you place your next pieces. Your hold queue is invisible and the front 4 pieces in your next queue eventually become invisible. You start the game with an I piece.
Hyper All-Spin: (reach floor 8 on Reverse All-Spin): Reverse all spin but Performing any non-spin-clear, repeating a spin piece (example is TSD then TSS) or spin number (TSD then ISD) instantly kills you
Hyper Expert: (reach floor 9 on Reverse Expert): Reverse Expert with PPT-style garbage (limited garbage canceling), fall speed never decays, garbage cap is 20 instead of 8, and you can fall below floors, with minimum zero.
Also:
Reverse Duos
Like Duos but simultaneously a TL match where whatever garbage you send is sent to your partner. If your partner is dead, then you cannot send any lines until you complete your revive tasks
Reversed The Fool - +
and
may disappear from your queue
Reversed The High Priestess - totally rhyhem bag
Reversed The Empress - + b2b chain not allowed, p|||||||||||||||through
Reversed The Hierophant - all piece are pentominoes
Reversed The Chariot - No idea
Reversed Justice - longer delays
Reversed The Hanged Man - board rotates forever
Reversed Death - 10w5hboard but garbage received are halved unless you're using
, fatigue garbage are also halved
Reversed The Star - receive windup5,6
Reversed The Moon - the pieces spawns randomly from the skyline
Reversed The Sun - bomb-style garbage, but you can only detonate once a line. when it detonates, it remains 70%-messiness garbage or even 100%-messiness with 
Reversed Judgement - have a possibility to receive 2x backfire
Reversed The World - Incoming garbage can't be blocked
do you think these ideas may still be approved
The High Priestess: The board freezes in half like in TGM4
https://www.youtube.com/watch?v=XZpeNQVKXao
R. High Priestess will be ice storm. The freezing board will going up and down.
how does it "freeze"?
When you make a row in the ice row, the blocks can't cleared until the ice row disappeared.
zone
this would be a cool Reverse mod
though we all know if they make reverse duo, it's just no revives
👀
Not to mention you'd need to compose new music for these floors:
F0: The Basement
F-1: VIP Area
F-2: Head Office
F-3: Holodeck
F-4: Pristine Offices
F-5: Launch Pad
F-6: The Shell
F-7: Purity
F-8: Gateway of the Demons
she just said its not going to be implemented why are you still suggesting this
yeah this is definitively what they'd be called no wiggle room this is just how it is 
suggestion: penalization becomes 5 lines high and the incoming garbage appear below the penalization
That’s easier than the current mode.
but garbage appears below the penalization garbage
Play it at 1000% volume
what if... bj3 ice storm? xd
(the same thing but the inverse)
tbh, I'd (personally) like
to be more involved than base All Spin.
Mostly because it plays exactly the same
tru its too easy compared to other reverse cards
Gonna have to come here for something
If there is going to be a mod card, it should also have it's reverse counterpart
A suggestion for the suggestions
What if unlock requirements were arbitrary?
For example
a Surge focused Tarot card, obtained after getting X amount of Surge total, or getting
Overcharged
ideas could be:
Meters reached with Card combination.
Total Surge.
Total Lines
APM
Height Speed
Hyperspeed time (unlocking something like a blitz variant of QP2)
Amount of non consecutive clears.
etc.
any unlock that requries you to be actively ahead of the curve isnt good imo, but total/peak surge is better
For a more outlandish example, I could make so,
3 T-spins or any 4 or 5 card combination unlocks #1290115160287215701
-# Besides 4 of a Quad, and 4 of a T-Spin Double
The Speeder
(Need floor 10 hyperspeed)
The game runs 2x faster:
Gravity 2x faster (and thus gravity increase is 4x)
Lock delay 2x shorter (so 15,15,14,14,13,12,11,10,9,8)
Garbage rolls in 2x faster
Garbage pending is 2x shorter
Get targeted 2x more often
Passively climb 2x faster
Climb speed decays 2x faster
Fatigue occurs 2x earlier
Reverse speeder makes it 4x or something.
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I was typing in that thread when it locked lol
yeah like i said, this is more of a joke suggestion because aint no way tetr.io's system got the dog in it to deal with this idea
though i do think some parts of it could still be repurposed for a different reverse duo concept
for example, both players could receive the exact same pattern of garbage which are now double holed.
the mandatory revive-esque gates could also be a thing in some form
well everyone just goes "what if the two players attacked each other 

" over and over
pento mode
i get the counter intuition of reverse being not actually reverse but this still really annoys me
it's reverse because its fucked up and evil not because it's opposite
also
is just in an awkward position regarding mastery
you allow
to master other mods and suddenly it's free to just drop on every mod and get carried by someone else
it's inconsistent if you don't
what happens if one player is reverse mastered and the other isn't? etc
instead of 30k, gatekeep it to longtime supporters 
huge supporters only
that one guy that gifts supporter to people to carry:
serious answer though, i think reverse duos could just be an entirely different check
given that it's more of a novelty gamemode rather than a competitive one, why not just have the reverse requirement for it be reaching f10 with the duos mod. it's not the best solution, but it's one that could make sense
i can profit off of tetrio supporter by selling 30k duo meters 
i agree with the idea of pentominos but maybe they could be nerfed
:(
in my defense, Combined board has been suggested more often
I thought the solution was just make duo
only master itself when
is activated
I suggested different checks before, along with some ideas (to not be taken seriously, since I didn't put thought onto them)
Lets say, you unlock the cards like if they were a hidden achivement
"So you like doing this thing? now get more of it"
what even is f10 hyperspeed
hit floor 10 while maintaining hyperspeed
just means for complete the hyperspeed
oh ok
Reverse upside down board mod: board orientation changes per 200 pieces
It's Hanged man
why are we making reverses for mods that dont even exist
upside down feels more like a genuine annoyance than a skill challenge
te:c has something like this in mystery mode and everyone unanimously agrees it adds nothing besides just making the game unpleasant to play
a boardstate flip / inversion would be pretty cool though
it would keep the same idea of going upside down except it provides a real challenge in regards to how you shape up your stack
You remind me of sans gravity flip shenanigans. Maybe that'll work
Maybe the Australian mode?
reverse duo could be something like, "every 50m, add one revive task to each player, climb slower for each outstanding revive task"
there should be a mod that affects the rotation system
for example, a mod that changes the rotation system to TI-ARS (the version where the I piece has kicks and the T piece has a floor kick) and it's reverse version changing it to SegaRS (same as ARS but without any kicks)
and make gravity faster to make it harder
jester card: canceling garbage gives more to you and you send garbage to yourself (canceling your garbage you sent yourself does not send more garbage to yourself)
unlocks at floor 10
Backfire?
The World: Switch the rotation system to ARS
Unlocks with the Gravity unlock requirement (or even Freefall itself, I think the idea of having specific mods that can be combined with or are exclusive to Reverse cards is not a bad idea, especially for this one).
Okay so the choice of this Tarot Card is of course a nod to TGM 3 with both World Rule and Classic Rule. ARS itself is harder to play with than SRS by design (with I pieces being really difficult to deal with in particular and less spins readily available), and I feel like it would be a no brainer addition to the game
ok but world rule is SRS 
I know but I didn't find anything better <_<
Online multiplayer puzzle game
(although 180 flip every 3 pieces in Zenith would be really messy)
W also changed some kicks for I just like SRS+...
(I more like SRS+ than SRS in Ti actually, SRS for I in TGM3 is still too weird that I can't do some I spin triples to ds)
kinda what i suggested
I don't know how I have not noticed since it's right above. Sorry, I did a general discord search and it didn't show up 😓
don't worry, the more the merrier
this is silly, but I kept playing this over and over again.
Unlocked after getting a total 10000m with
at the same time
Challenger
Receive 2.5 times the garbage. (rounded up)
Garbage is by Attack and split by two. (so a 4▫️ becomes a 10▫️ but then split down to 5+5▫️)
Garbage Queue is instant.
and Garbage rise is instant (though I wish there was a delay)
Wait do you mean no garbage queue? Because "instant garbage" is basically
lol
no delay between receiving and getting maybe
might be interesting to have a mode where you get 5x garbage, cancel normally, but receive only 5% of the queue's lines at a time
yes,
garbage rise
death tarot card should be "if there is any material above the 20th row you die instantly"

it's an edit
Vince is still alive!
impossible
there could never be a The Moon card without a kagarin reference
-# ngl, it would be cool if there was a bar code hidden in a card 
The Fool - 6-Bag
T-Piece no longer appears in queue.
"Those who are ignorant may be spared from the fear of ingenuity."
The Sun - No Spins
Spins are no longer counted. Surge is no longer generated.
"Existing since the begining, the eye in the sky sees all... And remembers all. It remembers what used to be, and what should have been..."
I thought that what did this mean is that Osk wanted to put its own lore into the game.
xor being that Kagari is some sort of self representation. (due to osk having the moon flag, which can't be selected)
however im not seeing why it couldn't be a card that adds an outside force to the game.
by the way
Tetrio doesnt support previewless
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gosh dang it
what about a rhythm mod that makes you go higher if you play on the beat but lowers your altitude if you play off-beat?
we already got bar detection so
was suggested last summer
...no.
f10 is basically guessing simulator and a lot of people just dont have the sense of rhyth,
Mod idea: coloured garbage. Coloured garbage lines require same colour pieces to clear(i.e. using z piece to clear red garbage lines), otherwise there will be penalty for not matching the colour.
Feels doable, thoughts?
Edit: maybe not all garbage lines are coloured, some are normal
Edit: obviously there's no yellow garbage
o pieces:
Ofc there's no yellow garbage bruh
yeah ik im just kidding 
lmao
sorry but um what’s f10
also it’s a mod, it’s completely optional so no need to apply it
f10 means floor 10
oh ok
Floor 10: platform of the gods
really confusing with ft10
Idk I feel like most people won't find it to be much fun tbh
…then don’t play it?
f10's soundtrack is just basically blank for the first 30 seconds
also here's something i recommended that got moved here by the bot:
Some people might want to practice on a harder difficulty on QP2 that none of the mods provide, so here's an idea; an unranked practice mod!
For this mod, you can only increase difficulty, but you can increase it as little or as much as you want. You have several different parameters to choose, shown here:
Attack Power (between /1 and /4)
Incoming Garbage (between x1 and x4)
Number of Holes in Garbage (between 1 and 7)
Altitude Gain Per KO (between 0 and 15)
Passive Altitude Gain (On/Off, if On is selected, between /1 and /4)
Hold Piece (On/Off)
Effective Climb Speed (between /1 and /3)
Next Previews (between 0 and 5)
Lose Altitude when Idle (On/Off, inspired by
)
Able to Cancel (On/Off)
Cancelling Power (between /1 and /4)
Base Gravity (between 0.01666... and 20) (rows per frame)
These could all be sliders like in the Config menu for setting volume and such. Hope this gets added :)
...qp is just supposed to be "climb as much as you can", it's not supposed to be competitive or anything (although the leaderboards can get quite competitive at the top)
If you want to practice, just climb and climb and climb and climb tbh
sand tower
sandcastle
well in that case i have a stupid idea to test people
what if there was a mode where there was infinite gravity, 20 lock delay, and infinite movement
there would be a leaderboard 💀💀💀
would people actually tryhard this xD
-# (please don’t implement this)
that kinda already exists as
just without inf movement cause thatd just be infinite stall
... The retro & reversed retro mod could be the celebration of anniversary of the end or start of season 1 
infinite movement would make it so you could just hire someone to press rotate every 250ms, go to bed, and wake up to 25,000 meters
"easier" way would probably be to implement a tower mode in custom rooms
yea i wanted to suggest card effects in Custom Rooms, Custom (singleplayer) games and Zen
Death = Taking garbage are deadly
half the garbage cannot be cancelled is also kinda interesting (prevent opener/looping)
duo reversed: you sends also send to your teammate
yes, and also u have to attack the teammate with tasks instead of reviving = tasks
25% ig
25% is too little, it rounds down most atack
Floor 10 is almost unplayable
25% rounded up
Mod: unequally distributed garbage.
Garbage grows in different height in each individual columns. For example, a 4-line garbage sends 36 grids of garbage blocks so some columns spawn 5 rows, some spawn 4 rows and some spawn 3 rows. Basically instead of 4x9, we have 3x3 + 4x3 + 5x3
And for this reversed mod, the variance significantly increases
isn’t that just messier garbage
or is it like some garbage have a 4 wide hole and some 2 wide
bcs then iirc that will just make things easier
(ppl who get lucky and have 4 wide skills)
Not at all
The garbage spawned has different height for each column.
“total mayhem piece generation is bad” proceeds to add astigmatism or whatever the fuck its called
techmino's "wtf drought" randomizer 🥀
basically the randomizer is rigged to make you lose
drought+ isnt that bad
but ig maybe damage is limited if the game is required to give you a preview + modern spins
astigmatism...
Asthmaticism
we need to think how the mod interacts with other mods too
me when i wanna imagine The Chariot giving you free hyperspeed at the start of the run with max climb speed, but if you play too slowly, it creates penalty lines that only can be removed by speeding up
-# based after how The Chariot works in TBOI
basically just forced speedrun mode
Essentially, if you go below 7 CSP, would penalty lines be spawned until you get to 7 CSP or something?
yes
tldr
MUST STRIDE HARDER!!!!!!!!!!!!!!!

Kek
the prophet 
I have thought about it and it works, so?
tbf someone else thought about it before me
the issues with this mod are:
- what about garbage with less lines (does 1 line become 1x3 0x1 0x3 and 2x3?)
- if this happens to every individual sends, tanking cheese is much heavily punished (since each garbage has height of +-1, 3 lines of cheese will raise board by 6, not to mention the floating garbage caused by the gaps between)
- might cause difficulty to players in terms of garbage bar display
- might have more rng tendency as the columns of the +1 +0 and -1 height can easily ruin runs (similar to damnation mod)
- interesting concept but the difficulty between receiving clean garbage and messy garbage is a bit too big
maybe more specific, like garbage will always be funnel shaped will be better
but then it will be too easy
maybe just add a pento mod:
judgement: 8 bag system, 1 random pentomino per bag
reversed judgement : all pentomino
- I actually have thought about one lines and I think there shouldn't be +0 columns cuz that's just double hole. So one lines shouls be normal.
- hole height should be the same as the number of lines received.
- 3 lines will only raise a few columns by 6. There shouldn't be any floating garbage that isn't caused by the holes as the garbage should be cumulative. Let's say you receive 4 lines and then 5 lines. In one individual column, let say it is 4-1, 5+0. The cumulative garbage would be 8 lines for only that column. The cumulative garbage in other columns could be 7 to 9 lines. So in theory, there shouldn't be any floating garbage except for the holes. I'll graph it to illustrate it better.
Though, I think it's not perfect enough.
Or you can think this in a sense of candy crush but there are regular garbage holes
hmm, seems a bit too jank especially due to it messing the top boardstate, thus leading to misdrops, players will have to pause and think after taking garbage
It is difficult
the fool should be a 15% chance to automatically move your piece one to the left or right the instant you place it (forced misdrop)
reversed would be a chance to move it -2, -1, 0, +1, +2 with distribution of 10%,20%,40%,20%,10%
it also sort of maybe has an upside of potentially fixing any misdrops you might make, but immediately nullifying them
entirely bad maybe
yeah maybe 15% is a bit much, but i feel maybe a 2% chance or lower would be fine, because it does prevent looping
also how it would work would be
what i said is still true
i mean
maybe you could have it so that
the chance scales with what floor your on, to prevent early misdrops
so like
yeah
so you Just Die
i know
so like
maybe a 2% chance at floor 1
1.5% floor 3
1% floor 6
0.5% floor 10+
none of the other modifiers Just Kill You is my point
misdrops are run-ending a lot of the time
alright then, let's make it less fatal
instead of movement, just have x percent chance of doing a 180 rotation
S, Z, I, and O are therefore unaffected
also kinda bad, and it also just moves SZI
trying to drop I into my well and the 180 pushes it over one space
yeah sorry you cant save the misdrop modifier
you know wound lines from all-spin?
yea
i think there could be a way to implement that into another mod of some sort
if you rotate one single piece four or more times in a row, you get 4+x wound lines upon placing it (where x is the number of times rotated minus 4)
encourages finesse, and punishes the lack thereof
what's wrong with this one
misdrop mod is like fully D+ C- for me umm
finesse mod is good imo ijdk where id rank it
how could it be improved
i mean it seems fine
i mean think about it, it should be a pretty easy mod to master as long as you have pretty good finesse
because in an ideal scenario, you should never have to rotate more than twice per piece
except for spins, but even then you can do that with one rotation, 180 or 90
reminds me, reverse of finesse mod is the same except it's two or more rotations and 7+x wound lines (where x is the number of times rotated)
not sure what tarot card it would be tho
i would say temperance, but no...
maybe the hanged man / death, if you're not careful you die
maybe
but idk
i think the reverse would be called "perfected" as you need to have near perfect finesse to not die
One false step could cost you your life...
would be the achievement quote and the thing that pops up when you select reverse
not to mention, T-spins (and spins in general) have become insanely popular in qp2, and hopefully this mod could mitigate that by making them less beneficial
because now they're like the only way to play the game and reach a really good height
like 3-4km good
I die literally instantly 😔
yeah, reverse mods are supposed to be boss versions of their normal ones. if you can do a 40L in under 40 seconds with less than 10 finesse faults, then you can do it probably
so would i, dont worry lmao
the finesse card seems like it would basically not be a restriction for most high rank players, which feels bad
you could also probably say that about volatile garbage too, as you can tank what would normally be 2 lines to get a clean 4 lines to send a quad
also that's why we have reverse cards
i mean you still play around it, players with good finesse would just be playing normally
idk lol
Anyway we can talk about this later I'm taking off on a flight in like 3 minutes
strike that, right now
have a safe flight
okay ig the one thing that would be prevented is spin stalling
also
it would prevent over-spinning, as spins would become more risky
This has probably been done before, but let's do a pentomino one.
I gave the flavourtext a prehistoric motif because pentomino placement games/puzzles have been around since long before the stacker genre existed. In fact, Pentominos were used in games before Tetrominos were.
Pentomino
Tarot Card: The Hierophant
Effect: Pentominos will sometimes appear in the next queue.
In detail: Your pieces use a 10-bag system, with 1 of each tetromino and 3 pentominos pulled from an 18-bag. You get 1 of each pentomino every 6 bags/60 pieces. Quintuple line-clears send 6 garbage and count towards B2B. The T-pentomino can T-spin.
Quote: What came before the Gods?
Reversed:
Lost Pantheon
Effect: You only get pentominos. The 18-bag is used. Quintuple line-clears send 6 garbage and count towards B2B. The T-pentomino can T-spin.
Quote: The Seven Pieces have abandoned you. Prove you don't need them.
Added achievments:
Primordial Wrath
Mods: Pentomino+Volatile Garbage+Gravity
Quote: Not all can tame the beast within.
Cave Painting
Mods: All Spin + Pentomino
Quote: Across time and culture, creation unites us.
here's another idea:
Decay
Tarot Card: Death
Effect: A slowly increasing decay value (starts at 1) increases slowly depending on your floor, divides all outgoing and multiplies all incoming garbage.
In detail: There is a decay value below your altitude amount (starts at 1.000), and this increases by +0.0005 per second, multiplied by your current floor. This divides how much garbage you send (height gain unaffected) and multiplies how much you receive, by this value.
Quote: The universe is slowly deteriorating...
Reversed:
Radiating Away
Effect: The decay increases at twice and a half the rate (+0.00125/s base) and there are additional time-based de- and re-buffs replacing the originals, shown here:
3:00.00: The decay grows stronger... (Decay grows 15% faster)
4:00.00: You feel yourself being drained... (Decay grows 15% faster) (now 30%)
5:00.00: Everything is closing in... (Decay grows 20% faster) (now 50%)
6:00.00: You can fight it off. (Decay grows 8% slower) (now 42%)
7:00.00: But really, can I? (Decay grows 20% faster) (now 62%)
8:00.00: Yes, I can. (Decay grows 12% slower) (now 50%)
9:00.00: Nonetheless, it consumes you... (Decay grows 35% faster) (now 85%)
10:00.00: It has become death, destroyer of worlds. (Decay is set to infinity)
Decay being infinity means that one line of garbage becomes an infinite amount of garbage, killing you near-instantly. You still climb, but send no garbage.
Quote: The decay will kill you no matter what. You have ten minutes. Good luck.
Achievements:
A Slow Death
Mods: Decay + Volatile
Quote: A power of decay overpowered.
Agony
Additional time survived past 10 minutes using the reversed Decay tarot card
Quote: There is none you can do, except one final attempt to survive.
Changed up some effects
For Jumbled Attacks, the attack values change every time you do an attack
Started working on reversed variants of what I made
the fool (april fool's exclusive) all previous april fool's events happen at the same time. (stupid spins, not the multiplier because balancing???, 1 block of dark garbage, parrying, vortexes, bombs and something i forgot)
sorry not sorry
for high priestess, couldn't you reroll until you get something like mini tsd and just play as normal? just doesn't seem to "scale" like garbage or limiting placing/clear
empress should apply to full spins when combined with all-spin, not just tspins (negative synergy)
justice is just s1 tetrio, i like it
It says right there
sorry just a bit tired, just skimmed through it
hanged man is probably too beneficial? maybe increase the penalty or maybe even making it remove your b2b surge immediately?
death is just normal mode for pros, not a good mod idea imo
the star (combo spiking) should apply to triples
I could change some of it
the moon seems interesting
the sun is gambling so it's perfect (how is it distributed btw)
Each attack will have a randomized value that changes when you do an attack, ranging from X0.1 to X1.2 the normal amount
so in average you get a bit more than half sent
x1.5 may seem more fun, so it's x0.8 average but you should still get higher attacks
but does it apply to cancelling or not, because if it does, it'd be funny to see a top player die with a lot of low rolls
"just gamble harder"
I’m cooking up a new swamp water concept
What if it only requires 8 cards to enable swamp water?
That combining WITH all spin? AMAZING!
Let’s make 3 packs of qp2 cards (ALL 22 tarot cards including 2 bonus ones that’s NOT limited time) the limited time one is included for LIMITED events.
Here’s how I would go with the swamp water fix:
Instead of deck I’d say pack just like how cmdingo said
(Pentimino and bomb are just examples lol)
I’m definitely still not on topic but the limited time event cards can start with XXV, and so forth after the snowman
I think this is just theorizing and prediction
My XXIV card theory seems pretty accurate so much that osk will sue me
I mean Kagari

Another reversed mod
Yet another reversed one
#1341515482649329847 (4 messages) was moved here.
Overlap with Duo's reival tasks, specially on a base tarot card.
i will say that when i was thinking about this idea, i was considering all of the tarot cards and their meanings and thought that The Chariot would fit with this idea, especially given how it's implemented in The Binding of Isaac and the general meaning of the tarot card showing forms of willpower, determination, and strength
-# yes, i know... it's basically me making an excuse to make hyperspeeding more accessible, and no, i do not need to call a gambling hotline, put that shit away >:(
Idk which tarot card can be fitted with this idea but what if we have a mod that doesn’t decrease your climbing speed but climbing speed charging is decreased (and surge attack will not be counted in charging climb speed)
And some sort of extra debuff if it feels too easy
i honestly do like the idea of re-buffs after de-buffs, rev duo really gave us that
i see many ppl doing ideas similar to reviving tasks, imo pls do not do those bcs it is just way too unoriginal (if you really think it is original then go ahead, and also im not a moderator so i can't stop you)
garbo should do a tarot card review video as well
we should ask garbo and osk to review some of these
I have an idea for a quick play mod:
Arrogance
This mod will DELAY ALL garbage and make it invisible to you UNTIL the next floor. Once you reach the next floor, the garbage that was once hidden now suddenly appears (this can be compared to how you realize when it’s too late irl).
If you FAIL to cancel the garbage, TETR.IO will automatically disable all movement and you will witness your slow but assured demise.
If you SUCCEED in cancelling your garbage, you will send an enormous attack that will kill 2-5 people.
People with the arrogance mod cannot attack normally.
With floor 10, there will be a random timer that doesn’t show you when it’s going to end, but shows the last 30 seconds. It will set another timer consistently after the previous and next one.
however
- you don't need to cancel all garbage to live a spike
- disabling all movement is kinda just annoying
- "will kill 2-5 people" is both nowhere near guaranteed and nowhere near fair for the other players
- but that’s the point. arrogance. it’s annoying to realize the truth. that’s where the shock factor comes into play and makes the person halt what they are doing
- why?
- it’s fair idk how it’s not
not fair to just send a KILLING ATTACK to the five unlucky souls who just happened to be near mr arrogant when they finished a floor
that sounds a lot like real life 💀💀💀
imagine receiving a 20 line spike
you cancel 19
you get 1 line and live
i think it’s very resemblanr
oh, fair.
yeah sure that’s what i meant but i didn’t specify that
sorry, gotcha
annoying in the bad way, in the way of needing to sit out a several second cutscene of literally nothing happening whenever you fail instead of just being able to try again
just be…patient?
it's literally designed to be an instant gamemode
i thought the shock factor was a nice touch but okay??
also it's not shocking
if the player fails, they KNOW they've failed
it's not "oh!!" but it's "noo!!"
there's no shock
well in a way there is
but not in that way
i don’t think it’s fun(ny) when you instantly die for no reason because i mean like…
the player won’t have enough time to process what’s going on
needing to "be patient" every attempt is bad btw

what am i missing? sorry idk the warlock mod
if you dupe a clear/spin, you instantly get 20 wounds
what are wounds
the colorful lines in allspin that punish you for duping a clear
and you clear them by clearing an amount of lines
idk what that is but im assuming those are penalty lines
yes
still i want to shock factor imo
at least they understand that they died, not, “why did i die!!! this game sucks!!!”
“oh i have the arrogance mod”
literally nobody would ever forget they have a modifier
and they also understand they died in like almost all cases too
die to the 20 wounds? you made a mistake and duped a clear
die to a hold blockout? you made a mistake and misheld
bro really wants the last say and cannot accept things 💀💀💀
(please go touch grass, no, really, i can’t have people not accepting opinions all day)
the slow death is just bad design imo
because it's just dragging out the end, with literally no action, no chance to save it
in a gamemode that is meant to give that instant-retry experience
Reversed mod reworked
why specifically blue colored lol
see this is where it's clear you don't have any more defense man
anyway for those who just see this message, i have a suggestion earlier, yall should check it out :D
stop referring to yourself, no really. what’s the point in asking “WhY iS It BlUe?” if it was red istg you would say “whY iS iT ReD??”
go touch grass please
I had an idea for a mod that makes it so you can't cancel garbage, but garbage in queue always arrives 1 line at a time
??
thats crazy
alright enough if you want to prove your useless point but im not gonna chit chat about this
please calm the fuck down man
I also don't like the literal immunity to garbage part of your Arrogance idea, combined with the fact that you don't know how much preparation is enough until you actually receive it (at which point you've either already failed or already succeeded)
also, the strat would just be supercharged to cancel the garbage 
(because supercharged is the only attack power you can delay except for your stack)
you dont have to pick a fight because somebody didnt agree with your suggestion
also the claim "can't have people not accepting opinions all day" doesn't work when I'm telling you my opinion and you're going "bro doesn't touch grass, skull emoji"
original suggestion for those who want to know what the fuss is about
was about to ask about the "csp bonus" followed by alt lol
cool!
like a per floor challenge
doesn't that mean it stops taking effect at f10 tho
this idea is pretty flawed tbh. it does not fit the "quick" part of quick play where you can restart as soon as you die, and this idea is very imbalanced tbh
a slow death would take away from the speed of qp2
as i said 
and it would shy people away from playing the mod
yea, basically what Flowerling said lmao
just chipping in after tilting to 19.8k
"just be patient?" was their solution btw
"if you fail - you will be slowly executed because fuck you. If you succeed - random 2-3 people will get a
because fuck them"
feels like a terribly rng mode
yeah i brushed on that too, garbage is entirely random so you just don't know how much preparation you need
and once you've figured out (aka when the garbage comes), preparation doesn't do shit anymore
also, the higher floors have too much constant garbage for it to be viable to prepare at all
Isn't this just sprint (with multiplayer aspects ofc) in qp or am i missing something
i think the sprint is on floor BOUNDARIES
so its normal qp, but you need to do the sprint to advance (instead of needing to clear a line)
reversed mods if they had 'reverse effects'
No Hold - Hold is replaced with Skip
Messy - Garbage can move one column left or right randomly when a piece is placed (excluding the top rows)
Gravity - Pieces become clearable ~2 seconds after placement; zero gravity (kind of like zone mode)
Volatile - Each attack can only cancel one segment; each segment enters as one wound line
Double Hole - Garbage spawns in spin shapes
Invisible - Active piece is invisible; Next queue becomes less visible by floor
All-Spin - TBD
Expert - Dominos & triminos
Duo - Shared piece & garbage queue (infeasible but funny)
I turn off music when I play...
Wow okay. You're such a genius. Reverse mods are already quite inaccessible to intermediate players and now your so called actual reverse mods are inaccessible to almost all people. Good job creating something that no one enjoys
firstly i'm not suggesting to replace the reverse mods
those are just my ideas for if reverse mods were more like an alternate version
secondly i don't see how these would be more inaccessible
Sure buddy have fun
would reverse no hold mean you can just cycle to whatever piece you want?
No hold is ?????
Messy is idk fine ig?
Gravity is 
Volatile is idk pretty lq
Double hole is ??
Invisible sounds good on paper, not sure about in game
What would Skip even do??
Like how will it work
Yeah your ideas for your own fun. Why bother mention them here with your unwelcoming attitude to other players.
Will the piece just Disappear into The Void?
(fyi you're the one with "your unwelcome attitude to other players" right now - even though those are not the most fun/good alternate versions, they are very much not the worst and there has been at least some thought put into them imo)
you're making a lot of assumptions
They said "so what just don't play it then" to me when I said I don't play with sound
So what
i didn't mean for that to come off as rude
if you don't enjoy a mod then there's nothing forcing you to play it
but if some players do enjoy it then there's at least some merit
i'm sorry that i offended you with that comment
I'm just explaining a possible problem with forced hd by music beat. I didn't say I'm going to play it. You're making a lot of assumptions
If you didn't reply with so what none of this would happen btw
#1342761167906541608 (1 message) was moved here.
i have idea. reversed duo- garbage is permanent lines. your friend has to try and send lines to turn your garbage into bombs.
you cant downstack as you need to rely on the other person to help you clear garbage
We already had a reversed Duo mod called Bleeding Hearts and it was only available for a limited time
I've decided to go back on my idea of the April Fool Modifiers as QP2 Tarot Cards.
This is not a serious suggestion and moreso just an attempt at trying to make a reasonable version of the gimmicks on-par with the christmas event one
The Mountain - Solid Garbage (April Fools 2020)
Garbage has a shorter entry period and spawns with no holes at all. Solid garbage can be removed by clearing lines at a ratio of 1 garbage line per 2 attack
-# On top of this mechanic, certain garbage layers may require you to clear with a specific piece in order to proceed, virtually replacing the existence of messy garbage. The messier the garbage, the more specific the clear is.
The Brambles - Corrupted Pieces (April Fools 2021)
Certain pieces now spawn as a 'corrupt' piece, altering their mino count and positions, increasing in frequency and piece volatility as you progress floors.
-# Further elaboration on this-- the corrupt pieces are basically any possible mino configuration on a 2x2 (O), 3x3 (SZLJT), or 4x4 (I) area. For the sake of sanity and playability, perhaps these pieces can follow the same logic that TE:C Broken pieces go through, having a limit in how deranged a piece can be
The Rift - Portal Blocks (April Fools 2022)
Portal blocks now occasionally spawn on your board, eating any passing blocks as it goes. After a certain amount of pieces eaten, the portal disappears, respawning elsewhere after a certain amount of time
-# Portal count, lifespan and closeness to the bottom is based on the current floor. The portal disappearances ensure that 1L PCs cannot be consistently done, as well as prevent unclearable boardstates.
The Wildfire - HP Mechanics (April Fools 2023)
The player now spawns with health, decreasing as they receive garbage, and take fatigue debuffs. Health can be regained by performing parry moves (Clearing a line on a specific column), KO-ing other players (The amount regained is negligible), and by passing floors.
-# Topping out will instead cause the player's board to revive itself, albeit with a more unfavorable state. Parrying no longer sends increased attacks to the recipient, but could still provide a small boost in garbage countering
The Brimstone - Bomb Garbage (April Fools 2024)
Garbage received is now converted into mines that are directly injected into the board. Each garbage chunk corresponds to one bomb line, and destroying it causes the actual garbage to enter the queue.
-# Mines will always layer itself directly below regular garbage, and above wound lines.
I'd personally love to play with The Rift
dk how these would interact with other mods but looks interesting
The brambles is my fav
the issue with debuffs/rebuffs for fatigue in solo is that they'd have to be pretty drastic to require a skillful change in gameplay
the reason why it works in revduo is because it's something that both players have to try syncing up on. trying to reach a safe board in anticipation of a clean phase may put your duo at risk, so more factors are involved around the decisionmaking besides just the phase.
it's also something i'd prefer keeping to reverse duo since it properly illustrates how the decay of a relationship isn't linear and still will have some good moments (in a still overall downwards trend). i think it stands out more when it's unique in that way
assuming the mods exist individually without the others, all of these could theoretically work well with the base mods with a few exceptions
Mountain: Solid garbage with unconventional mechanics means it won't play well with messier and double hole
Brambles: No problems here
Rift: No problems here either
Wildfire: Possible issues with duos
Brimstone: Surprisingly no issues, even with allspin wounds as the mines would simply layer itself above the standard garbage and the wounds. dhg could be kind of funny though because it could theoretically double the bombs just like that one p2w tetris friends mechanic
that one p2w tetris friends mechanic
That's actually Tetris Battle's Twin Bomb item
yeah maybe idk, but I do feel like it could be expanded to other things as well. I made a mod suggestion where your garbage output is reduced over time and garbage input increased over time by the same amount, the speed of which determined by some new debuffs
it represented a fight, a battle between the player and the decay, which does have a few upsets for the player, but it inevitably results in the loss of the player
here's that suggestion btw
#1272352916606550118 message
6 people
'd it so i know it's good
The Hanged Man idea
-# Pentamino/Hexamino
Holding the same piece twice will combine into a pentamino version of that piece and three times will combine into a hexamino version of that piece. (smth like 2 T-s combine into a bigger T and 3 I-s combine into a longer I)
Garbage received will increase over time by a multiplying variable. The variable will reset to x0 once a pentamino/hexamino is placed. (to force player to make penta/hexa pieces)
HEXAMINO???? 
I-piece plus hexamino I-piece = free pc
also did you steal the "garbage mult increases over time" from me? you little- :)
this is imo too 
even though it is not really original (ppl have thought of pentamino) the way this would be implemented would be fun to see
HEXA LINE CLEAR!?!?!???!?!?
wait but would the decay affect like the amount u clear with like quads and things (bcs of the climb speed milutplier)
Nope. I've not read yours but if it's similar then I'm sorry
No you instantly die if you want to make a hepta
(jk

That's why we play with hexas
Though it's kinda scuffed on how to force people make pentas or hexas
:hexaminoI:
it won't effect height gain and stuff, but it will affect garbage send
wait make it affect height gain maybe
after 10 minutes in the reverse mode, that would just make it softlock you
i meant like height gain from sending lines
and make the decrease for that slowly taper to zero
eh maybe that could work
but it's up to our lord and savior garbocan underscore to make the final call
yeah maybe ask garbo
but all the problems is how, if there are more mods, how would we unlock them
maybe like
how the stakes in balatro are unlocked
e.g. get to floor X with these mods enabled
so basically you would still need to have all base mods unlocked to get further mods
yea yea
like a skill tree of sorts
that could work
there's 8 mods unlocked based on floor
would make unlocking new mods feel like exploring new things
and then a few more per base mod that requires you to get floor X with its base mod
kind of forcing players to use mods
yeah
maybe like using combinations of mods
instead of just having people play on nomod forever and ever
not one single mod bcs that would be too similar to reversed mod grinding
yeah that makes sense
or mod badge grinding
i feel like a good prereq for the decay mod would be
but like the concept of a skill tree i agree
yes good point
but these all feel like grinding for gold badge in some mod combination
maybe like more exploring less grinding to get those mod unlocked
what if we make it like the mastery thing (e.g. go X meters with this mod) but make it less grindy
idk what garbo’s idea of a good way to unlock extra mods
instead of 30 000m, make it like 5 000m bc you're only unlocking a normal mod
still a little unoriginal imo
bcs one way that ppl can bypass that is just to macro afk farm on loop
same is true for unlocking reverse mastery
you could just put a rock on your space bar over night
fr fr fr
or
one way
could prevent this is to discard all scores below 10m for the mastery grind
better idea
?
get one of these things
prop it on the spacebar
infinite mastery hack working february 23, 2025 at 10:00 pm
but wouldn’t auto get suspicious of the amount of times “you ko’d urself”
maybe
from my testing scores are not submitted if u don’t make any inputs
and if u afk u have to submit one “input score” for the mastery meters to go up and stay there
idk tho there are weird ways for that to be bypassed so uhh
id say raise the requirement and reward actual gaming
like say
mastery needs 100,000m
and score is based on the floor multiplier and distanced travelled in that floor
a run of 20m progresses 20m towards the goal
a run of 80m progresses 50*1m and 30*2m = 110m towards the goal
a run of 330m progresses 50*1m + 100*2m + 150/*3m + 30*4m = 50+200+450+120=820m towards the goal
etc
this proposed change lets players progress faster based on skill expression
afk strat would take a whole weekend whereas just playing the game will speed up the process quickly
u rank would get it in 2 hours of climbing
already happens from decaying attack
Card: The Empress
Mod: (Unnamed)
Effect: Climb speed will never decay, but climb speed gain got massively reduced, garbage got multiplies by the climb speed multiplier (eg climb speed 1 will give x1.25 garbage up to speed 11, which gives x3.75 garbage), cancelling remains the same. Garbage messiness and targeting factor is slightly reduced if you reach climb speed of 8 or higher before floor 3 or climb speed 11 before floor 8
Reverse Mod: (unnamed)
Effect: immediately start with climb speed 11, (almost) every effect from normal mod unchanged. Targeting Factor, Garbage messiness will be higher. Cancelling is x2. The Tyrant’s fatigue will start 5 minutes sooner (aka +3 permalines will be in 1:00 instead of 6:00), except fatigue at 7:00 and 9:00 which will be removed)
The idea comes from The Emperor itself, by being a difficult to climb mod. So i think The Empress should be easy to climb but will gain massive garbage to balance out
(And Empress garbage should be cleaner ofc, how to deal with x3.75 garbage when the garbage is so messy)
ask lategame last stand players
Oh ye last stand
X3 garbage x1 cancel
I think another mod that would tampered with climb speed would be nice, but i cant make it not look like volatile/last stand
it's not volatile anymore it's literally just "recieve 3x garbage"
hmmm
maybe a mod that does something creative with the climb speed would be fun
Yeah
Since the only thing that tampered with climb speed is expert and tyrant
Since those makes climb speed increasing slower, so i think of the empress as climbing faster
But makes run end quicker
It still have the basics of climb speed
bleeding hearts also tampers climb speed (by capping it to 1 bonus altitude per line sent)
Aha, so effectively bonus altitude in reverse Duo capped at an equivalent of 4 CSP? Interesting
also it disables all climb when one person dies
and we should start a petition to bring back reverse duo
rate my idea 
the fool: no i piece in queue
the moron: no i and t piece in queue
the hanged man: backfire 1x
the lost cause: backfire 2x
the moon: 50% pieces have the same color as garbage
the grim: all pieces have the same color as garbage
judgement: wound line for every wasted t, cleared by doing any spins or quad, repeat clears count
conviction: 20 wound line for wasted t
the world: 20x20 board, snowball revival 
the grave: 20x10 board
we may make an additional leaderboard for pentomino
QUICK PLAY
EXPERT QUICK PLAY
PENTOMINO PLAY or PENTA QUICK PLAY or PENTOMINO QUICK PLAY or PENTA PLAY
wait...
split the solo into two categories
pentamino and tetriminos
or just add one 50 lines pentamino mode and a leaderbiard
board*
"total mayhem piece generation might fuck up a wr pace"
the ascetic in question:
imo whatever zaptor said with pentamino is cap
the advantage of placing more minos per piece is outweighed by the difficulty of performing quad penta and t spins
if there exist a person that can setup tst with pentamino consistently it should be placed on the podium
omg windcatcher hi
imo it sounds like you've never seen https://jstris.jezevec10.com/replay/88073682 
A replay of Ultra by Tetrian22 on Jstris
i know this is the cream of the crop and nobody even remotely comes close, but nobody's exactly being motivated to come close either
point is this kind of gameplay is very possible and i think it is possible enough to provide some level of concern
eh should still be passable
there's already allspin
but there's no mechanical heart with pentaminos yet

y e t
my heart says i want the leaderboard to be filled with this kind of content for a little bit
its certainly rare to stack pentaminos at anywhere above 1pps
uh
is there a cheese race with pentaminos
yeah but 10L only lol https://jstris.jezevec10.com/replay/53713167 (weird restriction)
A replay of Cheese race by Tetrian22 on Jstris
idk that just sounds like tetrio being unrecognizable to bystanders who see that in a youtube video and go "i am never going to play this game" 
damn
i cant speak for bystander opinion on that
I did came up with an idea which it's up to the player to create pentaminos for themselves to use when necessary. I've played pentamino in ppt and it sucked
i can decently play pentomino 
that kinda sounds like a card
i wanna try pentaminos
Online multiplayer puzzle game
That is a card yea
tq
this penta is tough
but i like it for the same reason as allspin
(even tho its not as rewarding)
literal 4 min sprint
all the more reason for me to push this pentamino card idea
The garbage output in full pentomino mod is definitely significantly lower than that of tetromino mods
Then getting destroyed by grabage from spdc dpc?
yep
the things ill do just to do a single tst
i havnet stopped at pushing b2b with ungodly pieces in april fools
so i definetly wont stop at regular pentamino tst
Love that dedication
i dont remember what the "pieces" look like back then
I am also "decent" at pentomino and have a sub-minute 40L in Jstris
15,069 points in Pentomino Ultra (#12 world)
i think while the idea of qp2 is good, it imo feels like just a grind where when you top out you just go back in and it goes into an endless loop
and the limited choices of mods kinda makes it feel like everything is the same
so more mods that have creative things (like the wound lines from All-Spin) would make qp2 more fun
what exactly is the issue here then? i genuinely don't see how a slightly trickier piece set is meant to ruin the competitive integrity as badly as say-- Allspin
like sure, pentas are cool but they're no different from a standard b2b quad. and if people discover penta kicking, i don't see how that is any different from what people already achieve with allspin
i feel like if anything the only problem everyone will ever have with a penta mod is the fact that if they play it, they have to figure out how to place X-minos 
also, te:c has pentaminos as a boss debuff and i've never seen anyone, even at high ranks ever utilize it to make plays that are better than what they can already do while stacking with normal pieces. there's obscure piece kicks here and there and the occasional pentris but it doesn't provide any meter charging advantages
tetr.io s2's changes have already killed every single victorian child that interacted with the game and at this point i dont think implementing pentaminos as an official mode would kill any more than what surges and allspins already have 
sorry if it seems like i am beating your ass in the qrts like this but i AM GOD'S STRONGEST PENTAMINO SUPPORTER just really like the idea of adding pentaminos on top of the standard queue as a mod and wanted to bring my counterarguments
yea from the replays that i've seen i don't really see pentominos being any threat to the top of the lb
reading back on zap's argument a bit, i can see their point of being able to place more minos per piece being a potential issue, but i think the fact that you have to work with very weird pieces and rewire your stacking logic outweighs that pro. also, L5 and J5 quads, while powerful as you have more chances for bigger line downstacks, they require you to have specific well patterns that allows for normal L and J triples which is already quite inconvenient. trying to use them to downstack an open well will just cover them.
this is by far my favorite iteration of the mod as a suggestion. the base card is inoffensive enough as it doesn't give you too much pentaminos which could overwhelm an unfamiliar player, while still providing the essential challenge of the mod. the reverse version is a full on pentamino mode, which if it really somehow ends up being an issue, there could be some workarounds to make it harder to make up for the massive increase in minos per bag
since each piece gets 25% more blocks per piece, the reverse pentamino mode could maybe have a 14w board to balance out the line per mino ratio
Not to mention, there's 18 of them
sorry if i'm winning this argument in advance 






i dunno, i just see it possibly ending up like
where it's tough to synergize with anything else (what's its reverse? hexominoes? what fun modsets does this permit?) and certain people hate it to the point where it single-handledly makes
a gargantuan task to them
There are simply too many pentominos and some of them are awkward to place. Restricting the set of pentominos should be considered
Tbf some pentominos are useful to fix a poor stack
i just linked up the mod idea that i liked. the base card turns the bag into 7 tetra + 3 penta, and the reverse turns the bag into 0 tetra and 18 penta. if it was considered too easy, i suggested that on top of that, you also start out with a 14w board
as for modsets, i can see it synergizing with no hold or allspin in particular
3 pieces is kind of lame lol
and if you don't get
then what's the point? if you do and can get that consistently then we have a problem don't we 
14w still strikes me as the
problem. maybe this isn't about "making pentominos easy"
(also honestly a groundbreaking change like changing board width sounds like reverse only)
it's just, idk, this doesn't exist in a vacuum. that's my whole argument
is this a good unlock for F10? how would 95% of the playerbase being locked out of this feel (esp now that
can't unlock it)
maybe i hate this thread completely because of that

in theory, it does sound lame because that's not a lot of pieces but in practice, assuming the bag cycles through all 18 pentaminos, it's actually quite fun. adding pentaminos in moderation without making it overtake the main bag is a good balance for implementing the mode for the playability factor
also, i should have clarified harder that if the reverse variant's full pentamino mode was too easy, make it 14w
can you say in practice if we've both literally never played the game like that lol
because TE:C pentomino doesn't work like this?
obviously the implementation isn't the same, but the idea is there. te:c's pentaminos mixes in pentaminos in your current bag
key difference being that te:c's version has certain bias towards pieces
lv1 pentaminos give you L5, J5, S5, Z5, Q, P and I5s. lv2 adds the trickier pieces on top of that
actually 6,348F10ers/323,639 total
⇒ 1.2%
then again
has only 1,630 entries
also additionally, i have played a few other games with pentamino implementation similar to what i've talked about. my favorite one being Infidhells.
specifically there's an upgrade that gives you increased damage, but at the cost of a debuff that permanently slides in a pentamino every now and then on your queue
i won't talk too much about this game because this isn't about it and moreso just proving that the concept can work and wouldn't cause the end of the world
i mean i've played that game as well and there's like no pushback if you're remotely competent (at least as far as i've played)
ngl i dont think it's a good move to specifically use this argument for this occasion because you can say this for any tarot card that's ever suggested. like i do think it's valid and there should be more beginner friendly ways to get any tarot card that will be added from this point on but this isn't a problem that the pentamino mod suggestion is causing
mmhm
i do think pentominos should be a room setting first before being a QP mod people complain about ① not having access to ② not being able to 1v1 with ③ not being able to play zen with
(i guess that's literally the situation we're in because dimentio can summon pentominos in any room he wishes to)
oh yeah absolutely agreed. main reason i'm worked up to begin with is because of the fact that the technology for it already exists and yet it's a novelty that only exists within random chimp events
when it could be something that people could be messing around with at any time
like have a room setting for a mixed bag and a pure pentamino bag and then see how the reception for it is before it becomes a mod because it's a concept that not a lot of people have encountered yet
it's actually kind of already a bag type lol
although if you enable it now it only makes trominoes and duominos iirc
wait so like
you can just have an unlimited amount of piece types now instead of replacing the existing 7 like in the april fools?
oh no, they're called "lone bags" and there's only 7(or 14)+1(or 2)
but yes this is possible with the admin intervention
my question is what would be the unlock requirements for all of these mods
i mean we're basically out of floors to use as requirements
i would maybe have it be stuff like 'clear 2500 lines' or 'climb a total of 20000 meters' or 'rotate 100,000 times' or 'clear 300 T-Spin Doubles' or 'clear 400 quads' or 'cancel 2000 garbage' or 'send 6000 garbage' or 'tank 4000 garbage' or 'survive 13 minutes' or 'play for a total of 3 hours'

hmmm
maybe like uhh
umm
yeah quests like clear lines could work
but better not to be smthng like clim 20000 meters bcs that can be cheesed
my friend cheesed the height requirement for the maserty mod
mastery*
yeah well the cheese for mastery is immensely BORING cause isn't it literally just
[AGAIN] [AGAIN] [AGAIN]
and doesn't that take like a day and a half of realtime
somehow my friend did that
by leaving it on for over 2 days
macroing
well he doesn’t have all spin and expert so he used the remaining 6
not allowed 
well don’t do it anyways bcs it ruins he point of grinding
reverse mods should've been gated differently anyways 
like clear lines
imo it should've been like reach f8 with the mod or smth
gated by skill instead of grind
yeah that is a good point
well i prefer how it is rn because I would like to experience revmods without being good
could try to do the middle for both sides
Fragile
Tarot card: Death
If any of your board is above row 17 for more than 20 consecutive seconds, your run ends and your game crashes.
the stuff before "your game crashes" seems... ok
definitely just pray to god and ds spam
i think better thing is that for normal mod it spawns one penalty line for every second your board is above row 17
or maybe row 15
and reversed mod is if 10 seconds above row 15
20 penalty lines
it would be funny tho to have the game crash and then an error pops up
"Oops! TETR.IO crashed! Reason: You are ass."
if not a normal mod, maybe an april fools mod
given that's coming up at rapidpace
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i know this is wider in scope but ① it's almost certainly been posted here before
-# ② i don't really see this happening
Felt like there really aren't any talks into the other direction of the playerbase
-# You know, where the other 80% of the playerbase is
yeah but besides Lightweight what can you really do for these players? they have to build a very fundamental understanding of how the game works and throwing trominos at them (ala an official game's take on "beginner mode") doesn't really help imo
Yeah no triminos would completely ruin your sense of stacking lmao what is TTC cooking
well it is undeniably more simple/easy
ig apart from lightweight the other ones are moreso a score boost and to sort of allow someone to reach further than they normally can
But I'd argue Safety could be useful
Learning to dance on the top 4 rows to navigate yourself out is a pretty impressive feat
Had that idea when I read this
Okay yeah they're definitely just moderate bonuses training wheels so that more players can actually reach F10 than just the top 3%
But making it that much easier would ruin the point of climbing normally which is why having any of those assist mods makes it unranked and not count toward achievements
The thematic and UI change is also my idea on how it is conveyed to the player that
"Yes this is baby mode, not the normal mode. If you're struggling or want to climb without stress then here you go but don't get too far ahead of yourself"
The World
Everytime 40 lines are sent, a 5-second "time stop" will be triggered. When a "time stop" is triggered, the garbage bar is immediately filled up to 20 lines and will be sent after "time resumption", lines will not clear until "time resumption".
-# Za Waarudo!
A bit issue; does cleared lines at the top goes at the bottom of your stack? Cause if not, then clwaeing lines at the top will lock you out of your bottom stack
It will behave like tetris effect zone
If you can cancel all 20 lines of garbage after time resumption then it might be a surge-like experience
Btw if you top out during time stop, you will be softlocked until time resumption to see if the game can still go on
i do like lightbringer though. it's awesome, but it does give you a major bonus in offense...
pov: with only triminos how tf do you clear quads
if i was to make "easy" mods then they would just be the reverse of the mods
beginner no hold: you get an additional next preview
beginner messier: garbage is significantly cleaner (-50% chance to change between attacks)
beginner gravity: gravity cannot go above 1/15G, lock delay 1.5X
beginner volatile: receive half the garbage, cancel 50% more garbage
beginner doublehole: each garbage has a 30% chance to be a bombs garbage instead
beginner invisible: your board is 6x20, and the board is shifted down (to assist in clutch clears)
beginner allspin: all-spins are rewarded, and send 20% more garbage
beginner expert???: the delay between each garbage coming in is 50% longer, time it takes for garbage to enter is 80% longer, you climb 20% faster, climbspeed decays 20% slower
you don't lol
(well this variation did have
pieces as well)
While it would be extremely cool to go wild with everything, I kinda wrote those mods with the current constraints and existing systems of the game in mind
It's also meant to be something that gives player a boost so they can reach a higher floor than they already can without being too different from normal QP (if you take off the training wheels it shouldn't take any effort to adjust
Which was also why they're not constrained to "normal mods inverted"
There already exist a system to reduce your targetting factor when in danger, a life system and the capacity to assign a second hole to the garbage
Safety - Using an already existing mechanic to reduce targetting factor when in danger, but make it set to 0 instead of -1.5
Explosive - Double Hole already attempt to assign a second hole to the garbage row, make it 100% and replace it with a bomb tile
Although I'm starting to doubt myself. I'm not sure if the second garbage tile has its own messiness that can be tweaked in the code or it's picking a random second column. If it's the latter then it would probably fit better with the idea that it's a small boost/assist where the REAL garbage column is clean while the bomb is kinda all over the place
Clean Garbage - Floor*3% messiness -> Floor*2%, 0 messiness change between attacks. Although might need some tweak or also a -33% effect on Targetting Grace because with a full targetting grace value messiness would be 2% at F10 so its effect isn't Noticeably but Exceptionally Clean
False Life - There's already a life system in Tetr.io
Speedy - It's what Expert does to the decay of climbing speed, but the opposite, but the closest integer that's smaller than and closest to 3 is 2 so -33% it is
Lightweight - Lightweight
They were written with the idea that they're easy to implement and doesn't take too much away from development by only changing/tweaking existing systems without introducing new ones since I do want to see a form of this in the game instead of just writing the game mechanics equivalent of fanfic for the other Major Arcana for shits and giggles
The Guide - Safety is also meant to be a counterpart to The Emperor, someone at your side while telling you what to do instead of reigning on top of you telling you what to do
And the Tyrant is someone reigning on top, telling you what to do, while also being a massive dick
I also thought of that, at first I think T spins should be downgraded to minis instead but 100% change between attacks sound better. That makes it so you can never have more than 8 bombs in the same column
The strongest common attack there would be a T-spin Deca you can do a T-spin 11 but are you really gonna setup a TST on top of that which is also why it's counteracted by having a higher than normal messiness. If you get a t spin deca on the lower floors that's just like someone playing the tyrant and getting stuck on F2 with 90 APM. if you get it on higher floors it's a stupidly low change to hit a 75%~50% 8 times in a row anyways
sone thing i was getting to think of once
As usual i havent came up with the name and tarot card
the idea: piece fatigue
The more attack you send with specific piece - the weaker it gets during further attacks.
Details: Each time you send an attack/cancell with a piece, it starts getting a fatigue debuff which gradually decreases its attack/cancell power up to 25-10% (could be capped to minimum of 1 attack per clear if the line clear in question was already sending 2 or more lines), the only way to make it go lower is to send attacks/cancels with other pieces, but they will also begin getting fatigue. While sending attack/cancells, other pieces will loose some part of fatigue depending on amount of attack sent/cancelled.
Note, alternating between sending attack/cancell with only 2 different pieces might not do the trick and only may slow down the fatigue gain for these 2 pieces and only delay the inevitable, you have to involve more pieces and each should contribute in relatively same amount
Note 2: breaking b2b surge has no effect on piece fatigue - youll neigher gain nor loose piece fatigue from it aside from performed line clear's potential + modifiers like combo or active b2b chain, same applies to Perfect Clears
requiring the goddamn O piece to also be used is pretty cruel
Note 3: Only way to completely lift off piece fatigue is to get KO'd and be revived
Bad-Spin: All pieces are rotated about their ends (O pieces rotated about their corners)
Do you mean something like this ([] blocks denote rotation centers)?
ye
should be very difficult
is there already a rotation system like that
create a new rotation system
and also add as a setting to custom rooms
so i can make my cursed settings room even more cursed

i'm not the one who does that
d o i t
you have access to supporter lounge. ping osk yourself
oh i thought u meant like u don’t want it not that ur not a developer
alr ykw i will
The Moon (trash warning)
Colour minos (garbage lines unaffected) will float upwards after line clears above them. (rising garbage lines will not make colour minos above them float upwards)
-# "Up".
Instead of the stack above the cleared line falling down, the stack below the cleared line floats up, but garbage lines are unaffected. Garbage lines will not push the stack upward until the growing garbage touches the stack.
Whole thing
I kinda like this
Actually i like this a lot its a good mod
It does kinda feel like something a reverse mod would do though
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You like supercharged?
I have a mod for all supercharged lovers
The High Priestess
Mod: Charge
Effect: All-spin is enabled but non b2b clear will send no attack (regardless of combo), b2b clear will increase climb speed but not climb (still send attack), surge release will climb but not increase climb speed
I love supercharbo
Death
Topping out will not be game over. Instead, each top-out will divide the number of lines of attack and the climbing speed by 4. You can only climb by doing attacks. Altitude remaining stationary for 10 seconds will result in game over.
(btb can only increase by doing btb clears with attack > 0)
-# Immortality or endless withering?
the high priestess: create up to 2 random planet cards (must have room)
also
other mod
fragile: any attacks below 6 lines are turned into 0, BUT any attacks 6 or above are ^1.5
basically volatile but more volatile
multiplied or raised to?
remember that 6 is just any quad/tsd that has two of [b2b, clears garbage, combo]
or any tst
6 raised to 1.5 is already 14/15, so id not recommend that
won't 14 lines be winduped into 4,4,4,2?
no
INCOMING I see
doopid moment !
okay let me reprocess then
the only way to recieve 6+ damage is with a height mult or with huge fatigue
then you'd be spending the majority of the early game sitting until the cancel penalty rack up
there IS no cancel penalty
there's no lines to cancel
(there's 2 parts into the cancel penalty, cancelling garbage and half-minutes without having a grey line pushed to your field)
how much of an effect does time have
whats the formula
uh so round by rng before volatile is applied
XD
hey this isn't balatro
yeah
is that why sometimes I take non-multiple of 3 garbages during Last Stand
It's
Weird
Like, there are 2 steps of rounding or smth like that, once when the attack comes out of the attacker
And once when it hits
I'm not sure about it either but if it got modified in transit then when it hits you it gets x3 then rng rounded then yes it comes in chunk of 1 and 2 too
xd
at some point its going to turn into a tetris incremental with b2b as currency
okok what about
theres no climb speed, theres no climbing either, no apm and ko things, no nothing, height is determined only by lines cleared with spins multiplied by 1+b2b/100
oh and b2b doesnt get sent when doing non-spin clear
what if you were getting revived at 50->40->30->20% of your current altitude each death but without your margin time and timer resets to what they were back then, summed up by being vulnerable to die from topout in these 10 seconds (maybe increase the timer each revive?)?
maybe could also incrementally become higher priority to be attacked by other players with each revive to the point of receiving nearly all garbage that is ever get sent in the room
gradually begin to carry the entire weight of the world on your shoulders untill it wont crush you by its weight
That's Balatro 
If you get reset to a lower altitude, people can just start over instead of dealing with additional debuffs after death.
Increasing amount of garbage is just apm challenge... which is not quite a new skillset challenge. In my idea, tspin single without btb will not send any attacks after dying twice, which force you to do tspin double or triple. By dying more times, your attack options will eventually run out.
Therefore with each death, you will become more and more desperate and helpless. (which is why the flavor text is about withering)
DEATH:
You target and be targeted by all players in your floor at once.
It's kill or be killed.
This could've been a nice effect for Tyrant (i.e., terrorizing the entire floor with your presence), but oh well
wumbo joins
everyone dies, gaining him like 20 KOs in a second
he gets fireworked up to floor 5 within 10 seconds
It's a matter if he could build before the garbage piles in
well you're invulnerable to being attacked for a little bit after starting afaik
You could disable (or drastically shorten) this invulnerability period for this mod I guess
if you're like westl (t spin abuser) you could probably survive it
and then you reach F10 in 2 minutes
Well, ICLY did hit F10 in less than 2 min anyway
Reversed Death just removes your "targeting all player" perk but all players still target you.
This "death" with expert is going to be a hellish experience
Btw this is literally 
Don't you still have the cancelling multiplier?
In normal Volatile you get double garbage but also cancel double
last stand is x4 recieve x1 attack
holy mother of
pro max
oh and floor10 would be singleplayer with the occasional smolfeesh/icly/rivelia/stormstorm/supercharbo/vincing
It says x3 in wiki but you're right
Plays similarly to last stand
Except with less clean garb
No cancelling multp
getting the odd feeling this mod is gonna be the most sniped
someone wants to wr
a random u rank climbs to f10 with 200 b2b ready to pierce that long bar up your board
Give me tetris99 98 vs 1 match vibe except there's no garbage cap 
No targeted bonus as well
xd
i have this random idea for a mod
its duo revive run
but no duo

i cant explain it properly
@fringe lion @indigo ferry how to think
Like, you can only send attacks if you complete the revive task or sth
Even better you lose altitude
Or a timer
It does have bomb defusing vibe
I think I know what you meant
basically normal qp with sidequests
Perform x within y drops or you eat 10 garbage
you get a random sidequest (revive task) which difficulty is based on the floor you're in, completing one stock one life shard
if you have 5 you get an extra life
if you already have an extra life, completing a quest gives a climbing speed boost
Hell, make it 10 wound lines

I think I have an opposite idea to this if you don't mind 
go ahead
Instead of tasks, you are banned from doing certain things once a while. For example,banning t spin double, banning quads, banning +5 combos...
If you violate the bans, you get punishments
If I have to pick a tarot card for this, it would be Judgement
XXII - F&B Employee
take the revive prompts and put them in a solo mod
a task can only live for (initially) 60 seconds after spawning
completing any task rewards height/apm/whatever good stuff idk
failing a task by timeout injects 2 wound line to the board
failing a task by count reset injects 1 garbage line to the board
+1 task per floor explored (max. 5)
task (revive) difficulty rises for every 3 tasks cleared plus highest floor explored
-8 seconds per floor explored after The Museum
somewhere around the 8th floor is where things go really hectic
Imagine duo + this
holeh
Judgement
A law will be applied periodically, violating the law will be punished.
Possible laws:
- No quads allowed
- No _ spin single/double/triple allowed
- No more than 5 combo
- No placing more than 10 pieces consecutively without clearing lines
- No perfect clear allowed
- No more than btb x5
- etc.
Violating a law will receive 10 wound lines.
-# Losing freedom is the price for sinning.
Import os
If ()
delete window
return 1
THE FOOL
Pieces become pentominoes instead.
-# Out into the uncharted territories.
The Fool Reversed: THE MANIAC
The pentomino pieces become broken
-# Absolute insanity
?
Mino does not need to be connected orthogonally.
Similar effects to TE:C Connected broken pieces
This is what broken Tetrimino looks like
interesting
i think having the BASE modifier be all pentominoes is
probably not good
If all-pento is too hard then maybe alternating between bags of tetri and bags of pento?
2 bags of tetri for 1 bag of pento
1 bag of pento has 18 pieces
Reversed Fool would be all-pentos with occasional 1 bag of brokens every 4-5 normal bags maybe?
What if
7x7 bag
It's just a 49-bag that's it
Asceticism you meant
Yeah
Yeah it's like the other part of asceticism
we did it boys
mechanical heart is no more
(seven z/s pieces in a row)
No more mechanical of anything


