#More tarot cards / QP2 mods
1 messages · Page 4 of 1
reverse sliced
Every single fucking value on your computer is halved
(including the chance that your computer will not explode every time you boot it up)
I like this
the fool should be an easier version of every mod combined
ACTUAL swamp water lite
's 
The Empress
Forced garbage entry when garbage meter turns opaque red.
Reverse:
Forced garbage entry when garbage meter turns opaque red. Garbage cancel is reduced by 50%. Garbage rising speed is reduced by 10%. Climbing speed (can go negative) drops by 1% per garbage line clear.
good idea but word choice:
Incoming garbage does not have a wait cooldown.
Swamp Water Zero
I'm afraid it's still a bit misleading because the garbage meter has 3 phases of colour change and only when it reaches the final phase will the garbage enters immediately without placing down a piece.
When the garbage meter is still transparent yellow, it still waits.
While doing Joker, I noticed that the lower portion is used for displaying the combos
So I had to overlap the current clear type
...oh right
Even then you have to make sure it's readable.
I think the best bet is over the mod Icon itself
by the way as a note:
-# probably nobody cares.
I choose the gimmick first and then I chose the card that its meaning mostly resambles the gimmick.
(sometimes I do the opposite)
3 options
- make that you can get ko, but no bonus
- you can't get credit for ko
- if you have credit, then that person cannot die until credit is changed
Unless you do... (1 would be best if implemented)
people have said things about some mods that make the game easier so
maybe
"Revivals": Normal gameplay, but you gain +1 extra stock at F3, F6, and F10.
those are good cutoffs
because they're separated by 500 and 1K (150~650~1650)
im glad they are all on this channel... for the most part.
options:
3-0: don't use 3
3-1: make that people clutch when that would happen
3-2: people revives (???) when that would happen
3-1 and 3-2: unviable because random people are getting protected for seemingly no reason, and would cause people to literally just not die
its Just Bad
I think only achievement and mod threads are feature ideas and the most of the other ones are real requests.
we literally just got one titled Rank decay (which wasn't about TL RD) and the entire request is "make climb speed last 5% longer in QP"
You're right, "all" implies including the weird ones.
The ones I'm talking about are real issues like perm garbage looking kinda trippy
yeah but even that one is kind of dubious in nature
right now the board zooms in if you trim height entirely and that would not be compatible with duo whatsoever
there'd have to be some extra jank attribute somewhere to keep the zoom consistent
I guess people don't understand that
The proposed solution is bad but the problem is real for some people
I didn't finish my sentence lmao
people don't understand that REQUEST =/= "this WILL be added"
"request" is by definition not guaranteed
cause you're asking for it
Maybe it's time for zaptorzap to pin a read me first for feature request /j
idk what i would even put in there lol
-# since I made a really good idea, it's time to share another that isn't as cool
The World
The premise is that the board "rotates" and moves the pieces over one column every placement (or with every line clear if this is too chaotic). Columns do not get deleted, but brought around to the other side. For lower floors, yes the well moves with the change. This encourages multiple approaches to handle a simple line clear (also no mech heart).
One thing I left out is I did take the liberty to create reverse mods for these and for some achievement text (includes title and flavour)
Perpetual Rotation
10x10 (or 11x11) with more chaotic changes (like both ways rotation or if previously rejected continuous rotation).
The Seismicity (Reverse World)
In addition to The World base effects (above), the entire board is scrambled every line clears (or every time garbage enters the board).
The Hanged Man (Remade)
Every 30 seconds, the board turns upside down.
Reversed The Hanged Man: Faint (Remade)
Use a 20w10h board instead of a standard one. Lower gravity. the tiles gets pushed by the garbage rising from the right side, if a mino get beyond of the left side of the board, you die. Topping out get 4 garbage line instantly as a penalty
The Sun (Remade): Drought
there's no 
Reversed The Sun: Solar Storm (Remade): Drought+
Just like you are playing Techmino's Drought+
For people not familiar with Techmino:
Drought+ is a mode which actively tries to deal the worst piece possible
Hatetris?
A bit more lenient version, since it can deal I-pieces
If a piece get's pushed over the red line, you should die (yea it is by the original message)
-# (since I actually made some decent ideas, I'll spit out a suggestion and then a bad example)
My definition of a wound line is an unclearable line that turns into a garbage line after certain requirements are met. Those are:
- A line clear is made (single = 1 reduction and so does quad)
- The penalty condition isn't met (if it is, add one wound line to the board)
In my example of the death mod, since there is no penalty (unless added as a debuff), you only need to clear that many lines to remove them. In addition, my other mod that is a bad example:
The Hierophant (Pacifist)
Every time you send a line to an opponent, you receive one wound line at the bottom of your board. Either KO's aren't given benefit, or reduce your height (tyrant rules). In addition, singles no longer cancel or send lines (just so that expert mode pair doesn't become the norm). Also targeted a bit more to make it playable.
Reversed Pacifist
KO's send you down, and in addition, every line (no longer attack) you send adds a wound line (before, 20 attack on one line send still equals 1 wound, now equals 20).
My suggestion is that we could be using more of wound lines than we already are. not a great start with mine, but it's a start.
you're sending lines to others all the time? is getting like a khgpjillion wound lines for normal gameplay "good"?
how would be the theoretical new cards be unlocked tho?
"Either KO's aren't given benefit, or reduce your height (tyrant rules)."
I think Garbo said that KO's are RNG, so I would choose the former
They are unless you supercharge
in which case they actually still are
The amount of which you get is, but you should get a ko.
THE WORLD
Every 10 seconds you would receive a copy of everyone on your floor garbage x what floor you on.
For example on floor 1 you would take everyone garbage x 0.0025 (to prevent a straight out nuke since they are a lot more people on floor 1 than something like floor 9 or 10)
Each floor will have a garbage multipler as follows
Floor 1: 0.0025
Floor 2: 0.005
Floor 3: 0.025
Floor 4: 0.05
Floor 5: 0.25
Floor 6: 0.5
Floor 7-8: 1
Floor 9-10: 2
In case there no player on your floor it will draw from lower floor until at least 10 player
when the world is against you stand on top of them
THE UNIVERSE
The reverse version, it the same thing but it everyone in the lobby every 5 seconds
The floors multipler are
Floor 1: 0.00025
Floor 2: 0.0005
Floor 3:0.0025
Floor 4: 0.005
Floor 5: 0.025
Floor 6: 0.05
Floor 7: 0.25
Floor 8: 0.5
Floor 9: 1
Floor 10: 3
when the universe collapses, you remain in peace
I think there should be also some sort of buff so that it wont feel like 
Like when you attack, you attack to everyone on the floor and gain height times said multiplier
this sounds like a great way to just completely ruin the garbage economy
this idea just isn't good because it's volatile if it was heavily dependent on the current leading players but if you really wanted this to work without making player interactions too disruptive, you could instead have it work like the qp1 royale mode, where your defensive capabilities are directly proportional to the amount of people currently targetting you, and rather than getting EVERYONE to attack you, it should just be a generally higher target rate instead
any sort of direct buffs are already looked down upon due to the intended design of the mods but i think a fair compensation could be changing the garbage entrance to be queued (garbage enter in chunks, like in t99 and te:c)
Wouldn't that mean disabling those garbage phases?
me: didn't understood
me: isn't "the universe" 's flavour text just the grandmaster's
does THE UNIVERSE mean
if there are 2 player in f10 with that mod
then garbage inflates until one of them dies?
The Chariot
There is a bot board next to player's board (like
interface).
Attacks to the player will be sent from the tower and also the bot. The attacks received by the player is halved. The player will sent attack to both the tower and the bot, but cannot send surge attacks to the bot.
Bot pps increases per floor and per death.
The bot will be revived automatically after being KO'ed for a period of time. That period of time will decrease per floor. KO'ing the bot will increase the amount of altitude climbed per attack by 100%.
Reversed: Eternal Impasse
Same as The Chariot but the bot increase pps at higher rows and it cannot be topped out. Surge attacks can be sent to the bot.
tetra league except it's quick play
no
quick play except it's tetra league
except it's against bot
So it's a shittier version of bleeding hearts
Not different enough
🤔
Judgement: Backfire
Get instant 0.5x backfire every time you sent the garbage
Reversed Judgement: Execution
Get instant 1x backfire every time you sent the garbage, enforces all-spin and 10 pc garbage
Reversed Snowman (take 1): Sublimation
Begin with 20x20 board. Every 20 lines cleared, the board shrinks 1x1 smaller (20x20 -> 19x19), and the removed minos (left side or right side only) becomes garbage sent to your board (1 garbage per a removed mino)
Reversed Snowman (take 2): Avalanche
+ snow blocks falls from the sky, instead of garbage rising from your board. 7 ARE 35 line clear ARE. If there's no mino to support snow blocks, they fall.
Reversed Snowman (take 3): The Blizzard/Perfect Freeze
begin with 4x4 board, grows along 4 directions by 1 mino at the same time per a "level up". Some garbage lines are frozen, they have to be cleared twice
Update:
The Chariot: Garbage travel speed is faster (set to 5)
The Star: Nuisance minos that fall into your board, can only be cleared by clearing lines that the mino is in contact of
i should give my ideas on reversed cards sooner or later
maybe after i reworked all of the normal ones
Garbo: "If there is any more mods about garbage, there needs to be one on harming canceling"
good idea
just make a mod that halves cancelling 
or a mod that backfires the cancelling garbage 
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Judgement: Boomerang Garbage
Any garbage you send out will enter your own queue after a delay. This delay gets shorter as you move up the floors.
-# What goes around, comes around.
Reversed Judgement: The Predestination
In addition to the base effects, any garbage you cancelled will also re-enter the queue after a delay.
-# You can't escape fate.
So efficient playing is bad on reverse
Kind of.
It's like Cancel Sickness taken to the extreme.
The only way to permanently get rid of garbage is to tank it and clear singles (or plonk through them when there already is garbage in the queue).
You still have the option to play efficient and deal with the recurring garbage later when needed.
This is similar to Bleeding Hearts when the partner topped out, except the garbage injection isn't instantaneous.
in bleeding hearts it's half backfire (attacks are halved in duo)
for someone who is finding card list
XVII The Star - 


begins earlier (wind up)
how is that bad
its more of an advantage infact
because windup was designed to even out the pressure received by the incoming attacks (so you dont have the 20 spike out of thin air immediately ruining your run)
Unavoidable Death
Tarot Card: The High Priestess
Unlock Requirement: F5 with both
and 
You are invincible...
BUT
You immediately die after 9 minutes.
(invincible = if you top out, you respawn with an empty board)
that would make it easier for some people because the longest i ever survived was around 8:50
and what if you spam a opener and then respawn and do it again
oh
hm
that is true
ok another one
Heated
Tarot Card: frying pan
Unlock Requirement: F2 with 
DEBUFF: Lava starts consuming the lower floors of the tower! It starts at 0 meters (you start at 10 meters in this mod) and rises at a rate of 0.5m/s. Every minute, this rate increases by +0.5m/s.
REBUFF: Fatigue effects are delayed by 1 minute and have 90-second spacing instead of 60-second
Rough difficulty: Moderate difficulty increase
the strat is to just start grabbing a ton of distance from the lava
so then you're not AS cooked once you start getting into like 8 minutes
This, but garbage collects together before being sent as a windup.
Also when void block?
Death
No garbage cap per non-clears. No windups.
-# Nothing will save you against the inevitable fact of life.
Death Reversed: Decay
In addition to the base effects, 1 random blocks in each row of your stack disappears every time garbage enters your board. At least 1 block in each row will be untouched by this effect.
-# The worms remain, but you will not.
garbo dislikes the voidblock mechanic so i don't think i'll ever be considered but if you're curious, i made a bunch of qp2-balanced versions of all the april fools mods [here](#1272352916606550118 message)
windup actually delays lines received by few frame
what
"No garbage cap. No windups."
most of the time it is already applied
no windups mean you'll get instakilled by 20 attack surges on floor 5
That changes nothing on f5 anyways

If you didn't manage to survive a 24 spike before you're not gonna survive a windup on volala on F5
not exactly true
i've had so many runs before the rework that was instantly taken out by massive surges because i wasn't paying enough attention which i'm now able to survive with the same low amount of attention
#1361967998281449482 (3 messages) was moved here.
the design of the reverse cards is to make an intensified version of the base mod's gameplay. how is this supposed to be a stronger version of gravity?
they're taking 'reversed' too literally 
okay i actually do kinda like The Seraph here the most
would be funny if "The Adjustment" is just "finesse fault injects a garbage line into your board"
could be its reverse variant
it would be impractical to implement but what if reverse seraph rotates the entire queue on top of everything being prerotated sometimes
The garbage cap is referred to the fact that only up to 8 lines of garbage will enter your board for each non-clear.
there's a garbage cap normally?
oh
for bomb garbage
Should the garbage be like loaded dice
which means 100% messy
Because those games use bomb style garbage is 100% messy(like TB and WWC)
so I like the idea of bombs style garbage. But I think we need to implement it in a way to acomidate all mods (except reverse)
a double bomb ruleset was shown on the last SSL so i think no matter what kind of implementation is given, bombs style garbage could theoretically work in qp2 even with the dhg mod. it's the balancing aspect of it that's a bit tricky
Gg free tst spam /j
I like bombs but let garbage bombs be 
messiness feels harder to climb
what does last line mean
is it something that makes 5line and 6line same (and triggers
penalty)
enforce 100% messiness
line clear exceeds 5
🤔
hmm
is it possible to get same column garbage twice (or more) in a row while using 
if it is possible there
also possible with this
100% messiness doesn't mean that the garbage can't spawn twice in the same column, no? Unless I'm missing somethinf
The Death: Unclearable Garbage
description: The garbage you receive is unclearable
Every garbage spawns with lines all filed with umbreakable block (fatigue lines)
Garbage canceling sickness and fatigue removed
Garbage cap = 2
Death (reversed): Terminal illness
Description: Your body is collapsing..
Clutch, All Clear, B2B removed
Only T-spins allowed
Only canceling allowed, this means you cant do attack but you can cancel (does not affect to climb speed, simillar to
)
Add one unbreakable line every 30 secs
Garbage cap = 8
tf are you supposed to do with reversed death
wait 10 minutes: the game
clearing lines gives you climb speed
i don't think thats true
it is definitely true
clearing lines give you csp?
i thought csp was an atk-meter ratio
if you still can't attack does csp give more passive altitude gain then
yeah it has nothing to do with real-time ratios
yeah CSP is a number (represented by the color of your altitude meter) that goes up when you send/cancel and goes down over time
yes
sending is not the same as clearing lines tho
yes i know
clearing lines sends attack
in qp2, a 0combo single sends 1 line
the only line clear that doesn't send a line then is a 1combo single
but clearing lines basically always implies sending/cancelling lines (with the exception of 1-combo singles but ehhh)
both said it 
i tbh hate that if i'm gonna be honest
worth noting that csp decay is entirely linear, it goes down smoothly unless its speed is altered (in which case it goes down smoothly at the new speed)
EVERY line clear sends lines except for ONE SINGULAR LINE CLEAR
it makes me want to put my head in the wall to the left of me
they said you can't attack 😭
i was talking about the reversed version pls reread 😭 😭 😭
you can go up faster with high csp
if you don't send attack you don't get to increase your csp
i have f9
ok maybe i didn't really pay attention to the csp gain from line clears lol
forgot spin combo zeros
non-B2B Mini-Singles: am i a joke to you
don't mini-spins just send the same as their non-spin counterparts
or are they literally treated differently
yeah uh
non b2b mini single actually sends 0
Mini spin worth nothing just like normal line clear, but they could get B2B bonus
And ye there is no B2B in
, so mini is truly nothing in it
4w quickplay 
what if that's 0combo
shouldn't it be 0combo single and add +1 then
(if mini spin doesn't give any bonus)
Canceling sickness removed
❌ make it instead not punish cancelling but still punish like all-clears and spins into the same column
oh
good idea
like it was meant to be
or 14 bag default💀
umm
would be cool
💀💀
make atk /2.5
and /10 altitude gain (including passive/atk/ko)
and height 18
and fatigue occurs 2x faster + every 30s past 6min adds extra permaline
and receive 2 wound lines every time a piece is placed w/o line clear
reverse
atk /6
altitude gain /40
(receive 3x / height 14) without arrow thing
fatigue occurs 3x faster + every 20s past 4min adds 2 extra permaline
receive 6 wound lines every time a piece is placed w/o line clear + at the beginning
This idea looks like a shitty version of expert
bc otherwise it would inflate
Like if someone was told to "make the game harder" without any regard to the other mechanics nor care to make it actually interesting
2 wound lines for a piece placed without line clear are you serious?
Deadass you can only place 10 pieces before you top out
but it's 4wide
so no problem
ok i forgot to put context
but context was 4wide so no problem
bro you can only clear 6 lines with 4 wide because you're already topping out anyway
this mod is literally harder than pentrio
#1355003158182625290 please
thanks
Chariot - Auto-Plummet
Gravity doesn't exist.
Instead, pieces will be automatically hard-dropped onto the floor after a set amount of time (resets when you hold). Gets faster as you progress the floors.
(You can't hard-drop manually.)
Update:
The Hanged Man: Your current piece randomly rotates every 3 seconds
just realized the flipping thing is not practical
this can be in any state, either cw, ccw or 180
yes
that sounds like a bullshit mod more than something someone would want to play
fair enough
like its main goal is to cause frustration not difficulty no
ok now that i think about it it would kill any wr runs
yeah...
yeah...
someone: suggests 4wide
me: trys to think something
another one: blames me when im not the one who made the first suggestion (4wide)
world hates me
what
fixed pps
The bonus gets reset if you cancel garbage
120 sickness with The Magus = 200% attack rate
it's called cancelling sickness because the game is sick of you cancelling
and it resets when you clear garbage
tank
oh what i swear the formula was like
consecutive cancels + halfminutes without tanking
both of which would be 0 after tanking
didnt have to say it like that 
The Martyr
Cancel sickness from all players goes to you instead.
-# Die for others' sins.
Enjoy the O pieces
Activate this in a duo and let your partner do mech heart
Mirrored hold and queue: Queue is mirrored. Holding a piece will mirror the piece.
"Holding a piece will mirror the piece."
now thinking is more important than being fast
-# wait wasn't thinking already important than speed
what do u mean by mirrored
like the queue shows a j but comes out as an l?
fatigue lol
Death
You start with timer on 12:00.00 and all fatigue debuffs.
No there's nothing else it's just it
I would play it, but it's not interesting
It's simple, doesn't conflict with other already existing mods
I spent a while cooking my world and death mods to have them at a point that I'm happy with the ideas
No idea what its reverse should be like though, the natural idea would be to start at 12 minutes with Tyrant's fatigue but that's just die
They also don't conflict with each other
I don't want to cook I want to think of something that still respects and make use of the game's current mechanics and card designs
.
yeah sounds about right
Fuck yeah
Actually Death accelerating your timer instead of starting on Max sounds about right
It's a good fit given that unless you're consistently F9-F10ing most don't really survive until 12 minutes to begin with
So something like fatigue starts at 2 minutes and progress every 45 seconds sounds just right for the game
I survive 8-10 minutes consistently
Move the increased targetting factor increase to 30/60/90s and at 120s you get the first exhaustion debuff
And an additional one every 45s, this would make it cap out at 6 minutes
Fuck it even fit in as a F10 card
I would say a bit better
The burden of trying to be a god in a mortal body takes a toll on one's physical form
And it is reflected in the rapidly accelerated aging (exhaustion) until you fucking die
Chances are, garbo will make new mods rotate though on a timer (but reappear eventually)
I would guess that the reversal uses The Tyrant's debuffs as a base, still maxxing out at 6 minutes.
So first debuff starts at 30s
mmm bleeding hearts
what do you mean "all players"
All 300+ players
Yeah
You just get nothing but O-pieces
how much Opiece does sickness add
It's only possible to have 2 O pieces per bag
yeah it becomes just 14bag at last
pros of receiving all Os:
if you have no garbage on your board, then you can get infinite perfect clears!
cons of receiving all Os:
EVERYTHING THE FUCK ELSE
problems:
that
and
"goes to you INSTEAD"
as in nobody else gets cancel sickness
which means youve destroyed the point of cancel sickness
secondly
what if
two people are playing with that mod
at the same time
literally becomes the mechanical heart modifier but for everyone EXCEPT those who use it
just make that player who got it + everyone with that mod receive sickness
or better yet instead of making it dependent on how the entire server plays, isolate the mechanic and make it Player starts with uncurable cancelling sickness
gets the same thing done but it's a lot easier to understand and implement (and honestly might be fun to play, for players who have never gotten hit by the mechanic ever)
I don't think mods are intended to affect other players outside of garbage targeting
yeah this is the big problem
perfect
Or simply, cancel sickness cannot be reduced once incurred.
The Hanged Man
Pieces are increasingly and permanently modified away from the standard 7-bag randomizer as you cancel more lines.
-# The noose is getting tighter around your neck.
where do i read document about canceling sickness
(i keep forgetting it)
It's the cancelling sickness, except you can't get rid of it.
hm
An idea, what if certain squares froze requiring you to clear it twice?
So like damnation after normal clear
Less frozen (to a point) per line for more harsh penalties
after you clear a line it becomes damnation garbage and you have to clear it again
Imagine not just twice
For every floor you climb, the amount of clears increases.
The number will indicate (like wound lines) how many clears on that row it needs until the block disappears.
hard blocks my beloathed
okay but ngl Hard Garbage Rows could actually be a pretty fun mod. kinda like volatile in the sense that it could be helpful if you know how to play around with it but once things get dicey or if you're running it with mods that make garbage harder to clear, it becomes a real problem
Halves garbage received
Garbage is now Hard
though, i imagine that would miss the point of hard blocks being a detriment if it just shows up at the lower rows. te:c's version of it makes it challenging due to the fact that the boss that uses that mechanic is also capable of shifting your board (causing the hard garbage to spread out in a checkerboard pattern), so qp2's theoretical version having the blocks be spread out instead of affecting a full row is genius
maybe a boss rush type mod where every 30 seconds it selects a random mod to apply to gameplay, and then after 20 seconds it disables and then it selects a new mod
something like tec mystery mode?
pmuch
The World: Clears made overlapping the columns that the piece that did the last clear occupies are punished (wound lines)
e.g.
clear a tspin pointing down centered at column 7, column 6-8 are now occupied. doing a clear where the piece touches any of the occupied columns are punished
(said overlapping columns would be indicated by some way btw)
damn that's actually kinda fire?
i dont know if wound lines are unique enough for these, but I can't think of anything other straightforward ways to punish the player
maybe make it do nothing at all, including cancelling garbage?
Rhythmic
Tarot: The Piano
Unlock: F7 with 
Inbound garbage multiplier is based on the current playing song's BPM (where 120BPM = 1x garbage)
(this does have the effect that floor 10 will give 0.83x garbage multiplier, but good luck getting there in the first place lmao)
what
what is bpm for floors
the bpm of the background music
they're all on dr ocelot's youtube channel
but in order from F1-10, they are:
184, 110, 120, 180, 130, 130, 120, 150, 160, 100
there are last stand players surely "good luck getting there in the first place"
last stand players, no, but normal players yes
also the reversed version will speed up all music by 50%
what about windup
works same as volatile garbage
😦
if you have a 1.5x garbage multiplier, then 11 will still be 11, but 12 will be 6+6
I'm thinking about a mod that turns garbage into a liquid that fill up the board and slow down piece movements significantly. When the liquid fill up the whole board, the board freezes and ggs
w h a t
Let say when 5 lines enter the board, water will fill up the bottom 5 rows of the board
You can clear the water on the board
Doing line clears underwater
rn I think it should be a hypertapping experience and each hard/soft drop input move the piece down by only one row. To avoid infinite stalling, water garbage enters the board by a countdown timer
me: massclicks harddrop/softdrop
game: harddrops next piece
me: god d***it
Oh yeah, to prevent accidental inputs, line clear underwater has a clear delay
what if that isn't clear either
I can imagine someone mashing hard drop 10 times to do a tetris on row 1 when there are 10 lines of water lmao
Piece drop delay? At some point, maybe the underwater effect should be like ppt ultra mode
what happen if i topout due to a lot of misdrop
(idt that will happen but asking anyway)
also what about permaline (fatigue)
Perm lines still work like normal.
Little adjustment hard drop will still hard drop but it moves slower
(it's still optimal to mash soft drop and hard drop once)
what about this:
Buffs:
Garbage cap is set to 1 line.
Garbage entry delay is 150% longer.
You receive 20% of the garbage.
Fatigue effects are disabled.
Nerfs:
ALL GARBAGE LINES ARE PERMANENT.
YOU ONLY CANCEL 30% AS MUCH.
+1 GARBAGE CAP AT FLOORS 6 AND 10
This will make my 5000m dream come true. Thanks
well you have to cancel EVERYTHING lol
in the process, you will build up several thousand cancelling sickness
There's a cs cap
...of?
Cancel sickness
From what I know it won't increase indefinitely
Even you throw a 100bag to me, it's still better than asceticism
100bag may as well be asceticism
With hold and without hold is a huge difference
true..
k what about this now
What if water wasn't garbage, but set for each floor (and garbage appears underwater)?
I'm thinking water would start at 2 and increase by 2 per floor.
THE STAR: Sets your board shakiness to max. If you move out of the way you can dodge gabage.

w h a t t h e h l l
Trust me
It would be so funny
Got the idea from https://youtu.be/8yFd1TfsSjg?si=2sIjMY4-ixMrP0If
i installed arcchlinux (btw) back so i can play ultra graphics again
Splatoon mention 
Meant shakiness sorry
what i thought: play bullet hell and tetris at same time
Lol
maybe pro player can do that
This needs to be a mod please 🙏
me: watches this
me: how the
fuse this with bullet hell game
just resize your window to be the smallest possible
and also its pure hell to code and overall yea idk
doesn't this have above max settings or am I tripping
specifically this comment?
yep!
Mutant Tarot (Tarot: The High Priestess)
Does nothing on its' own.
When combined with any other mods, it adds a second debuff to the card.
With
, it will reduce next queue to 2 pieces
With
, it will add +15% messiness
With
, it will also lower lock delay by 1 frame/floor
With
, it will increase garbage to 3x/2x (as opposed to 2x/2x)
With
, it will worsen the chance of 2 holes, and add a chance for 3
With
, it will worsen the invisibility time from 5 seconds to 8
With
, it will increase the countdown of wound lines by 4, and wound lines will come in pairs
With
, it will increase CSP decay by +20%, and reduce garbage entry delay by a further -25%.
With
, it will increase your revive difficulty by +2.
-# This is a Nubby's Number Factory reference :D
this is the closest thing you guys will e v e r get to reverse swamp water
so enjoy it
lock delay measured in grames so just say 1 frame
ah yes
grames
my favorite
:c
mutant swamp
is
3x/3x or 3x/2x
(received/cancel)
Frozen
Tarot: The Eclipse (From Cryptid)
Effect: 1 in 2 blocks are ice blocks, requiring 3 clears to be removed.
Reverse Frozen
Name: Glacier War
Effect: The amount of clears needed to remove a block is determined by how many retriggers a Blurred (retriggers, then 50/50 chance to retrigger again) Echo (50/50 to retrigger twice) card gets.
3x/2x
i think vanilla grav reduces ld by itself already so like f10 ld would be worse than that of freefall's
A Final Ultimatum
Tarot: The Star
Unlock Requirement: Unlock and play all Reverse Mods at least once
First off, this mod has a special process for selection. Assuming the unlock requirement is met already; to select this mod, you must click the tarot cards in the following order:

(This will be hinted to the player, as, after the unlock requirement is met, small numbers will appear under the tarots that are barely visible that denote the order of the cards, as well as the letters under them that spell out "ULTIMATUM").
Once done, the card will appear in the same way a reverse mod does, and have a purple background instead of a red one.
Mod effects:
You may only stay a maximum of 60 seconds in a floor. If not met, start receiving 3% more garbage per second until you reach the next floor.
Targeting Grace is halved.
Every minute, Targeting Factor is additively increased by +10%.
You receive 25% more garbage.
Garbage entry delay is only one-fourth of what it was.
You only cancel 70% as much.
Climb speed increases 30% slower and decreases 50% faster.
Passive altitude gain is halved.
Active altitude gain is lowered by 25%.
Windups split attacks into groups of 9 as opposed to 6.
Windups are capped at 3 groupings as opposed to 4.
Garbage messiness per row is 25% as opposed to 0%.
If you have not sent or cancelled lines for 6 seconds, you will immediately start falling at an accelerating rate, going up by 0.2m/s^2, capped at 8m/s.
If you hug the ground of a floor for 4 seconds, you will fall through the floor and your falling rate will be set to 0.
Climb speed is capped at 8.
This mod uses a separate set of fatigue effects, shown here:
- 3:00: "You got involved in things you shouldn't have been..." (Garbage becomes 20% messier)
- 4:00: "You've been busted by people you trusted most..." (You receive 20% more garbage)
- 5:00: "You get taken to the interrogation room..." (+3 perma-garbage)
- 6:00: "You try and lie your way out of the situation you've put yourself in..." (Garbage becomes 15% messier)
- 7:00: "Thankfully, they believed it! For now." (You receive 5% less garbage)
- 8:00: "The camera footage dispels your lies..." (Garbage becomes 30% messier)
- 9:00: "The trust from the people of your organization has vanished..." (+3 perma-garbage)
- 10:00: "As you're taken to the execution room..." (You receive 10% more garbage)
- 10:15: "...you think about the people who believed everything..." (You receive 10% more garbage)
- 10:30: "It fills you with temporary relief. Very temporary." (-2 perma-garbage)
- 10:45: "Although, you snap back to reality as you're put on the chair..." (Garbage becomes 10% messier)
- 11:30: "You've screwed yourself, and now you're paying the price..." (+4 perma-garbage)
- 12:00: "Goodbye, cruel world." (+8 perma-garbage)
wow that is
a lot of complicated bs
way too many mechanics
have you considered how fun this would be to play 
this is just difficulty for difficulty's sake
yeah
- 12:30: "You're being dragged down into Hell." (Garbage becomes much messier (100%))
- 13:00: "...why are you still here?" (You can no longer do clutch clears)
- 13:30: "You shouldn't be here." (+20 permanent lines)
can you really survive 16permalines through
that's equivalent of Bleeding Heart's permalines, so I don't think you can survive
in theory yes, in practice no, ESPECIALLY with 160% garbage, 100% messiness, 220%(?) targeting factor, 25% entry delay, 30% cancel power,
reversed swamp water 
no it's a reverse tarot, and don't forget you need at least six normal reverse tarots to unlock it
is the star a reverse tarot.
sort of. aesthetically it'll be upright, but it'll have all the bells and whistles of a reverse tarot card, except the dark reddish will be replaced with dark purple
even scarier reversed wtf
what do you mean "scarier"
reversed mod but its flipped to the back as well
failed artist modset when
idk
what would it be tho
renamed talentless XD
but if it was a real modset it would be like no spin clears and the most wound lines in a run with

most wound lines... sounds very fun and not painful:)
4w
then u gatta clear the wound
I'd replace the last line with
"BEGONE." (+40 instant permanent lines)
lol that's actually funny
just like "bye motherfucker" (die)
what do you think of the icon for this
Kill it with fire
This looks like a bug I would absolutely hate yet I can't do anything about it because it just stares at me at 2:45pm
harsh but ok
nono
I felt the same way
i think mods this complex are reserved in reverse mods
like it took me a while to understand damnation rework
i wonder if the reversed the star
Torture mod: next piece spawn shifts horizontally and randomly after the current piece is spawned (the randomly chosen spawn is not blocked).
Reverse hypertorture: the above + location of spawn for next piece (the xxxx) is invisible.
what
What
Judgement:
Color clear enabled
Clears except color clears do nothing
Doing color clears injects 4 garbage to yourself (to discourage PC looping)
do quad with that 4 garbage
3 or 5 lines. NOT 4.

Unless messier (but you didn't specify)
what should i do if i suck at pc-ing
yeah 5 garbage should mess with the parity
Shoot, still counts as colour clear, 3 is unexpectedly better. Early PCO to quad is PC -> CC
just inject an odd number of colored lines
like 1 yellow line
but relying on color clears is 
At floor 7 and higher, it will make penalty lines spawn progressively faster per floor (up to 2.5 seconds at floor 10)
The Sun
Bag is: 3x O-pieces 1x other pieces
Reversed: Drought
"ALL SUNSHINE MAKES THE LAND DRY"
Bag is: 2x O-piexes, no I pieces, 1x other pieces
maybe add 2x random (can be anything like 7+2bag but never I)
new years' event mod:
Fireworks
Tarot card: TBD
Every time garbage enters your queue, there is a 8% chance for it to be firework garbage (has a special effect and explodes upon hitting your board). Upon entering your board, it will double the initial amount of garbage and the garbage will become charged. Charged garbage has a texture similar to that of TV static, but with red, orange, and yellow. Upon clearing charged garbage, the clear will send 50% more garbage.
thought
tarot could be the star
What if the Canceling Sickness was the Surge? instead of a flat bonus (like S1)
also, not really a mod per se, but a change to existing mods
swap the unlock requirements and positions of
and 
holding is a fundamental part of the game especially for newer players
to give an option to disable it almost immediately upon starting the game seems a bit harsh imo
gravity feels like a more "beginner" mod
Idk doesn't make sense to me
Again, most players (especially newer ones) aren't gonna touch mods
Or they will try a mod, see that they don't understand anything and grind nomod
Or they will unlock volatile, get addicted and even change their username and pfp to reference the mod 
maybe do 

then
gravity is still really beginner not friendly
holdless isn't much better but if you don't realize hold exists it's basically the same as modless
it only becomes a challenge when you actively use hold
Volatile is easier for me than modless
Until it is harder
then do 







Noobs who just reached floor 5 probably can't do allspin
🤔
I would like to agree- To a certain point
It gets significantly harder after 2,000 m
(Opinion)
well, my best is 998m so it'll take some time before i see that
Ah- I see
until it isn't
For Bisection, a garbage cap of 3 lines means you receive 3 lines at a time if you place a piece that does not clear a line
Terminal Velocity will be replaced with a better name for its reversed version (it's the same as the regular one)
Mod Idea: The Chariot
Hyperspeed allowed and is triggered at start
Hyperspeed now cuts at below Speed 9 (or something)
You die if hyperspeed ends below floor 10.
0.5x ATK if no hyperspeed
Reverse: ???
Base
+
-1x + 1 attack backfire
-you can only climb with surge
-increased climb and speed gain from surges
(just finding a way to get Kugelhagel OVERDRIVE in game lol)
what is start cs
at least 10
but
the way the upright is written
- start with csp 10
- be ULTRA PRO because if you lose csp 10 before f10 you die instantly
- after f10, you deal -50% attack
and that's it
so it just buffs the super ultra pro players and is entirely impossible for everyone else
(yeah i just impulsively wrote this after listening to Kugelhagel OVERDRIVE)
sadly for you and the people who aren't good enough, hyperspeed's probably meant to be hard to see by yourself
maybe it's better because it makes the experience more valuable
One thing that I would give as a suggestion, don't just be writing an achievement or mod for the sake of writing one. Think it through and test it if possible. Doesn't mean you won't have bad ideas, it just means you will have more good ones.
tariot card - the idiot
if u move ur piece u die
reverse idiot - idiots arrand
if u exist u die
sir this is not #1355003158182625290
but this is quality suggestions

Mod: Garbage meter and windup warning invisible. garbage growing speed 70%. (if paired with
, garbage can only enter 2 at a time)
Reverse: Garbage meter and windup warning invisible, soundless. garbage growing speed 75%. garbage meter holds garbage for shorter time period.
Garbage jumpscare 
Is this #1355003158182625290 content
Torture suggestion. I hate yall.
"The Wall"
Ruiner of parity, breaker of boards.
- Garbage now enters the board from the side.
All pieces already on the board will be shoved in the opposite directly that the garbage enters from.
Pieces shoved off the board will be instantly deleted.
"Death"
As you draw your final breath, you see "it" starting back at you.
Your vision blurs- heartrate slows- then... darkness.
-Any garbage that enters your board will immediately kill you.
mech heart:
Got nerfed did it not?
even if it's nerfed the mod encourages cancelling
which gives u cancelling sickness
why not just give urself cancelling sickness at the start
oh yeah
what
do mod rework suggestions go here too or is there a different thread for it?
there's no formal thread for it 
Vividly in Stasis
tarot card: the important object
Between every pair of floors (1-2, 2-3, etc.), is a Betweenspace which stops you for 10 meters of climbing, and this increases by 5 meters every time you enter betweenspace. In this space, you receive double the garbage and receive messier garbage, and receive
penalty lines for every 10 seconds in betweenspace.
After Floor 10, betweenspace occurs at 1950m, 2250m, 2550m, etc.
You cannot build or break surge within betweenspace.
-# What lies between reality and fantasy?
so you play modless but you are encouraged to build a spike before going to the betweenspace so you basically skip it
also after you get to floor 10 this is just modless
also, IS THAT A vivid/stasis REFERENCE??
yes
am i supposed to surge the betweenspace
when i suck at building surge
also, you can only progress through betweenspace if you're already in it, so no skipping it
to prevent cheesing
well, but you can build up a spike beforehand
that is fair, but the same can be said for everything imo
I'd make the inbetween space be be between every floor an every 300m in floor 10, with it's height starting at 10m and increasing by 5m every time
alright done
i would make it so that you can build surge outside of the betweenspaces, but when you go inside, it freezes, and you cant release surge, and you cant build. it comes back after you exit the between space (just to prevent cheesing)
would that mean B2B won't be broken/built inside that space?
Tarot card: death
For each attack sent out you take 25% of it as clean garbage (30 if volatile if active and will be messy if double hole, messier garbage or expert mode is enabled) if you would be ko by the self inflicted garbage or it higher than the garbage cap you take as a windup so you can react to it properly.
To unlock it reach f10
fighting till the very last breath
Reverse version: memento mori
Take 50% of garbage you sent, your climb speed and attack multipler increase when your b2b does similar to warlock.
dance between life and death with light you have
I think it adds the challenge that if you want to climb you have to either build b2b or spike and now you have think about your board state as you break b2b so you don't ko yourself and think if you can survive afterwards
"A Slower Speed of Light"
Tarot Card: ??
Effect: The speed of light is set to 6m/s.
You cannot go faster than 6m/s (or, in other words, you cannot travel more than 0.1m per frame).
Any extra meters leftover will be gradually drained into the actual altitude at 4.8m/s; during which you cannot gain any extra altitude.
For every 1 meter in the buffer, you receive 1% more garbage, up to 100% more (double) at 100 meters.
At 4m/s and above, a purely cosmetic red and blue shade will be on the top and bottom of the screen reminiscent of the Relativistic Doppler Effect.
to make X+ players suffer, probably
yeah there's a speed deterrent
to stop certain people
ahem westl...
from just speeding through everything at the ACTUAL speed of light
it affects surge and any players with a pace better than 4:35 (top half of
)
the top half of
is like the top 0,5% of 
yeah ik
only 1K players or so have reached hyper-f10
its mostly the surge part
though fast players could just play this with expert
actually how would surge be handled
it adds altitude like
instantly right?
or close to instantly
KOs too
is the velocity limit a running average over the past second or just the peak velocity
oh wait true
running avg
I think it takes like
close to a second for it all to settle
so if that's the case surge*[csp/4] can't be 6 or above.. fascinating! surge becomes entirely unviable
I guess that's intended
yeah because as of season 2, surge is like
the only way to play the game tbh
it's what all the top players do
and for good reason
that's why mechheart became so OP before garbo nerfed it to fucking hell
I think
as a concept it's pretty interesting
but as a single modifier it's too heavy
very many play styles are surge playstyles :p
quad spamming
allspin
Is this supposed to be fun or challenging
or is the main point to stop people from doing what they are able to do without providing a meaningful challenge to beat/adapt to
I also recommend reading https://github.com/had0j/io_qp2_rule_eng then https://github.com/MrZ626/io_qp2_rule/blob/main/技术信息补充.js to know if something is out of date
pour your goddamn heart into it, read the fucking Chinese version like your life depends on it
if you did you'd find this which you may have missed
it's supposed to encourage a different playstyle i guess
kinda like allspin does
instead of "fast = good", it's "consistent speed = good"
good players are consistently fast
X+ players hyperspeed on accident
this one can just read "Altitude gain is reduced by 20%" and it achieves approximately the same effect
also unlike any other mod, this doesn't do anything if the player can't play well enough
Cancelling penalty
Tarot card: The hanged man
Effect: Whenever you make a move that cancels garbage, you get a wound line to your board with the counter equal to
4 + 2 * lines cancelled.
Procrastination (Reversed cancelling penalty)
Effect: Wound counter increased by 6. The time it takes for garbage to enter is double than on other reverses (still decreases on higher floors). When a wound line is converted to normal garbage, the garbage that was cancelled to create it is added back to the garbage queue.
is it even possible to survive that
Frozen Minos
Tarot Card: Death/Snowman 2025?
Effect: Every floor change freezes your pieces as in tgm4's gm ending.
New pieces are frozen after placing 7 more pieces.
The bottom frozen non-garbage row is deleted after 4 lines sent.
After floor 10, the freeze happens every 300m.
When skilled enough, even death can be postponed./Beware of frostbite.
The upright or the reversed?
reverse
Well, I'm not sure but being stuck in an endless cycle of cancelling is a part of the flavour. The point is to try to time the wounds so you can finally tank the garbage
imagine duolingo mod. write this in english -> 你好 while playing tetrio and if u have duo on, the revive prompts will be in different langueage. 
spin mod, board spins and moves instead of your pieces spining and moving
we getting 10km with that
cuz we uhh… just spam rotate until i piece
thats it
Slightly more gravity and lock delay then
Warp pieces are based on that piece type
I may add negative effects that affect whoever sent attack with a gem piece to the lower tier gem pieces
3 in 18 is supposed to be 1 in 18
do these effects happen when the gem gets cleared in a line? and it's unclear what exactly 'adds x% damage' means, does it boost your own attack or increase incoming garbage 
probably
it increases garbage received if it's on board, and it increases attack sent if it's cleared
ok so
do i die if i fail to clear line with gem
No
Also lines cleared with a gem piece only modify the attack multiplier, not the receiving multiplier
what if received garbage is increased when gem clears nothing
That would apply to the next attack received
but then the chances are wrong
because
they add up to 97%, leaving topaz with 3%, which is not
I'm preeeety sure that Topaz has 67% of appearing, because, Idk about you, but I played enough RNG games that I think '1 in 3 chance of appearing' means that 'if the RNG is below one-third (1/3), then this gem appears'
Revised
Dilation
Card: apple watch series SE
The time in the bottom left of the board moves 25% faster.
(This means fatigue happens sooner, and garbage lines activate faster. Though, you do not climb faster.)
They appear in intervals like how the permanent lines appear
bypassing the garbage queue
ah that makes sense
i just would never assume that multiple chances are to be treated like a switch-case when theyre listed. "1/3 chance | 1/5 chance" entirely reads as "=33% chance | =20% chance"
anyway about the idea itself: referencing "opponents" isnt useful in the tower but i think i would work fine in a classic battle. one thought i have is that maybe having a gem doesnt change much? ruby and above are the only ones with significant effects (and jade's wndup effect is actually not that useful when you consider that most outward attacks are 3-8, so windup wouldnt do much there)
this mod is way too random, you basically play until stars align and you mostly get the better gems
also 1 piece every 32-48 might be too little
"if YOU move your piece, you die"
you are not gravity
and if we're speaking pedantically, then you can still rotate
mruh
then we can play 25% faster
including how we place pieces

no
isn't it just "climb speed /1.25 (x0.8)" then
(since gamespeed x1.25 affects everything but climb)
No because time is sped up only in a part of the board
what if receiving garbage skips time and cancel sickness makes time go faster
reverse idea
O can never disappear from bag, and extra O will be added to every 3rd bag
any O (base or extra) has 20% chance of becoming topaz (cannot trigger until you get 1st gem)
topaz has higher chance of appearing (+10% to topaz, -2% to sapphire and garnet, -1% to everything else), but has less effect (10% -> 5%)
if you place topaz/amethyst/emerald/sapphire without line clear, you get 6 wound lines and next block spawn is delayed by 1.15s (like
)
Also, 25% faster CS decay?
no
CUTTING EDGE
tarot card: the justice
climb speed decreased by 75%, the board is 4 wide
REVERSE: LAZER
the same but is a 4x4 board
even if you cut climb speed by 99% 4w will still be broken
need to change canceling into limited then add
then add extra 1.75x garbage received (or whatever that line clear does not stop garbage from entering unless it's fully canceled)
standard
-80% cs
board: 4wide 16height
3.5x received / 2x canceled
no combo blocking
reverse
-80% cs
board: 5wide 10height (idt i should call 5width as wide but idc)
2x received / 1x canceled
no combo blocking
New Tator Card idea
Shadowless (ghost piece/shadow piece is disabled)
No guides. No training wheels. Just you, gravity, and perfect spatial awareness.
New Modset Idea
Oblivion (Invisible and Shadowless)
You have no sight. No shadow. Only trust in yourself… and the crushing silence
Reverse Version
The Fog (Reverse Shadowless)
Beyond the 5th column, lies the unknown. You play in a sliver of clarity surrounded by chaos.
-# The Bag is 7+2 since i think it doesn't have much attention
-# You can't see anything below 5th column even the garbage
-# Can only see 2 queue in advance instead of 5
that reverse looks like if invisible and asceticism had a baby
mayb
maybe base mode could be no grid
that could be interesting
you can already change the ghost piece to be off already
Invis + "shadowless" isn't very interesting
So you are more likely to misdrop, but misdrops are easier to fix (also O-spin potential)
Sounds very cool but it might be too easy? (I'm not sure how much harder it is to play with 5 max movement)
this would only be marginally harder than nomod with gravity included
and including all-spin into the mix makes i-spin quads trivial which send 10 lines
I could increase the reset limit
if you can 4w forever then after a few minutes you will be sending 50 lines per piece
but people wouldnt do that to play the game tho
I did
i think its not low quality and nor high quality
then reduce attack by ^0.9 or something
nvm it only does 50 -> 33.8
Evaporate/Freeze
Tarot Card: The Sun/The Moon
This mod has different effects, card art, and name depending on the current UTC time.
06:00-17:59 UTC:
Evaporate (The Sun)
Every mino placed has an initial temperature value of 0. Every frame, the temperature value of a random mino will increase by 1, making it slightly brighter.
When the temperature value of a single mino reaches 60, it evaporates, leaving a hole.
18:00-05:59 UTC:
Freeze (The Moon)
Every 25 seconds, a random column will freeze for 10 seconds and unfreeze. Frozen columns cannot have pieces placed in them. When a column unfreezes, any pieces in it will disappear.
it's like an event mod but forever
omg TGM4 frozen block mechanic
pikii
So what's their heresy reprise looking like?
📌 tarot card: hold is now replaced with fixing a piece on a desired place in the board.
using hold again will let you take control of the beforehand fixed piece.
the fixed piece can be cleared. If it is cleared partially, say, 1 mino disappeared from
by clearing it, then you can use hold again to take control of the leftover trimino.
Perhaps an directly easier version of
but I think this mod can have a lot of potential in terms of gameplay
demonstration on how it would work
use for partial soft drop???????????????
Limited
Tarot Card: XLVI that one 9 volt battery that has been sitting in a drawer for 14 and a half years
You start with 50 energy, and you lose energy at a rate of 0.2 per second * the floor you are on (1.2/s on floor 6, for example).
Three pieces in every bag will contain an orange diamond in one of the minos, and clearing an orange diamond provides +1 energy.
If your energy reaches zero, you immediately get 40 wound lines.
Clearing an orange diamond with a Quad or Spin gives +1.5 extra energy (2.5 in total).
So it's a speed check
You may as well make it "if your moving average pps is less than floor/2 you die" with a buffer
Actually no this is just C11
...C11??
i assume you mean challenge 11, but from what

ok i tried to fix it
so now it's not just a "how fast can you place pieces" challenge
there's no way it's THAT bad
(It's moreso this channel really shouldn't be a garbage dump of random thoughts)
this HAS been a garbage dump of random thoughts for a while now
i'm pretty sure garbo said that he won't add more permanent mods
so this thread is practically useless
Nah he's cooking clearly we'll get a second set of cards in S3 trust
except and ONLY except for people to just share their ideas
I don't think there should be a mod that is just "if you don't play fast enough you lose immediately" even if with some extra steps
keyword may 
imagine being banned because your suggestion is too bad 
@ermtmg was banned for the following reason: Never cook again
also
you won't believe this but
that suggestion was just based off the juice mechanic in pikmin
it was either 2 or 3 that had that
funny how this is getting nq'd while i have a similar suggestion based on the kaliente mod that nobody batted an eye at
though i'm not sure if this is privilege of being based on an existing gameplay mechanic or it just being far more lenient enough to be playable by anyone
The player now spawns with health, decreasing whenever they receive garbage, and take fatigue debuffs. Health can be regained by performing parry moves (Clearing a line on a specified column), KO-ing other players, and by passing floors.
Topping out will instead cause the player's board to revive itself, albeit with a more unfavorable state and with a large health penalty. Parrying provides a bonus to cancelling garbage.```
(if you've played kaliente mode, you'll know that the revive mechanic puts you in a fate worse than death, so it's not broken at all)
how would parries work? The piece you use to clear must occupy a tile in a specified column and after a parry the column changes?
yes
and similar to last stand, you're given an indicator at the bottom of your board, except instead of garbage, it shows where the next parries will be
This could be cool if the numbers are correct (unless it becomes a full cancel mode)
small idea for next april fools that probably isnt good enough for its own card: pieces spawn in random rotation states like tgm4 cyclone or those crappy flash game tetrises
could further immerse one in the tetris knockoff experience with no spin/perfect clear recognition (hell, maybe no spin system period) and totally random piece generation
but at that point is just a crappier asceticism
osk need to do that in 2026 then add that in custom room
honestly i really think they could just grab the SSL mod cards (the more subtle ones like rainbow and jumpsquare, at least. we are NOT having Wylie's Mom and I-nsanity as qp2 modes) and put them in as a deck of alternative tarot cards. each week, a random card is drawn and the mode for it is playable for the week
anyways here's my personal thoughts on what mods could be balanced in a QP2 context and what mods won't
wait 'The BFGs' instakill mechanic is broken there?
for some reason, the big I piece would spawn outside the board and instakill you once it enters the board
this is nonsense to me, who hasn't seen anything from that event 
i kind of wish this for the thread in general, that every suggestion had the one-liner that should be shown ingame
like twelve words, maximum. if you need two paragraphs then this is outside the scope of a generic mod
i don't know if this is a good guideline or not. i know
is already kind of approaching that but i dunno
(E.G.)
quick rundown of the ones with checkmarks and question marks
Cursed Compilation: Extremely cursed pieces occasionally appear in queue.
Rainblocks: Pieces appear in random colors
The Void: Void blocks spawn on the board, destroying any minos that pass by
Jumpsquare: O-pieces are sometimes replaced by 3x3 O-pieces
Damaged Rainbows: Pieces appear in random colors and sizes
Rising Rubbish: Messy garbage enters the board at a constant rate.
2Wide4You: Garbage spawns with 2-wide holes (straight up asceticism minus everything else but the garbage)
Voided Pentos: Void blocks spawn on the board and pieces are 25% bigger
is "4X4" one word or three words
you would say it as four-by-four
no i wouuld say it as 4x4 
so you get o pieces all the time
after 1000 pieces (around F8-F9 in my experience) you'll have 40+ Os per bag
nahnahnah
it's
tetr.iOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOoo
I agree. Mods should be easy to understand. At least the non-reversed ones
ok hear me out
giving regular mods a quote to go by, similar to how reversed mods have quotes associated with each mod/tarot card
make it an april fool (X)
make it as major update (O)
Invisible hold piece, visibility of next piece decrease from next 5th 100% visibility to next 1st 0% visibility.

reminds me of a mod idea where the next piece queue past some point becomes invisible
not sure how detrimental would it be though
reverse version of this mod? dunno. maybe push next queue up to 6 but hide 5 of the pieces. maybe make current piece you drop invisible too (shows up after placement)
the exile if it was even worse
focus in the big '25 🥀
i did make an actual mockup of the first mod rework and ive been debating making a thread for it, being a mod rework suggestion and all
pwip
Already shit without reading more than the first 4 lines because QP's targeting works specificly with the weird checks and balances to keep it from becoming too unfair
Reversed is just a weirder version of Last Stand
Cheese race ahh mode
yeah i didn't really put much thought on balancing it
just thought the reversed title and description was good
"fire" as some may call it
We have a thread for #1355003158182625290
thabks
Have anyone thought of a mod that interfere with climb speed, other than just reducing climb xp like Emperor/Tyrant?
what
- higher climb speed
- alternating climb speed
is pretty much what remains isnt it
the moon: weightless
every line clear decrease csp level by 1/4
csp no longer passively decreases
fly high, and let inertia do its thing.
here you go ig lol
wait but how do you raise CSP
i think i had another ideaat some point
CSP gain is -90%, but CSP no longer decreases
oh wait good question lmao
now we got westl at csp 21
Justice -- One-Attack-At-A-Time
- Only one attack becomes active (turns yellow-red) at a time.
- Only one attack can be cancelled at a time for each clear.
-# An eye for an eye.
Justice Reversed -- Blind Vengeance
Only one attack can be cancelled at a time for each clear, but also:
- Garbage becomes active as soon as it enters the queue.
- Clearing lines do not forestall the garbage from entering the board.
- Cancelled lines do not yield altitudes.
- Attacks sent while cancelling lines are doubled.
- Attacks sent without cancelling lines are halved.
-# Rage. Rage against the dying of the light.
cool so penalty in warlock for penalty in warlock
"only one attack becomes active" >> mechanic is called "garbage queue" btw
Yeah
It's different in Tetrio though
What I'm referring to is the T99 style queuing
Mods shouldn't blatantly make the game easier
- now it's a 4w fest if you want to full cancel
wait if The Emperor is Expert Mode
what is The Empress then???
please finish it it looks cool af
#1272352916606550118 message
Figured I should probably Revise this so it is not literally Bleeding hearts.
When attacking, half of the attack will be sent to a balance, tipping into your teammates position, if the weight touches floor, It will begin discharging (Injecting) its weight onto the allied board as garbage with 50% messiness.
You can, off course offset this by attacking the weight balance, to balance out the attacks.
Each floor makes the imbalance stricter and stricter until eventually the simple act of attacking the balance will set it in constant movement from one side to the other.
Floor 1 - 25% Contribution diff.
Floor 2- 15%
Floor 3- 13%
Floor 4- 10%
Floor 5- 7%
Floor 6- 5%
Floor 7 - 3%
Floor 8 - 1% Increased Gravity for the balance
Floor 9 - 0%
Floor 10-
Reviving stays somewhat similar as before.
If the weight is touching your ally's board,
- The Climb Speed decreases to a halt over the span of a few seconds) ~3 seconds per Speed Lv.
- Self Attacks
- If the revive tasks aren't performed within the time limit, both players succumb to the weight of their actions.
Im still creeped out on how close Bleeding hearts is to Balance
Except Bleeding hearts doesn't have the actual balance mechanic, instead it's just fatigue with extra steps.
The Hierophant -- No All-Spins
- When any non-T spin clears are performed, the text "HERESY!!!" is shown instead of the usual x-spins. These "Heresy" clears are not treated as spins clears and send 0 attacks.
- "Heresy" breaks existing B2B/Combo.
- "Heresy" adds wound lines to the board.
-# Stay true to the orthodoxy despite the temptations.
Mod-specific interactions: In
, Heresy clears are considered the same actions regardless of what pieces or number of lines cleared. Effectively, performing the second Heresy in a row adds 2 wound lines (one from Hierophant from committing heresy, another from Magician for committing the "same heresy" twice).
Hierophant +
will be called: "The Pious Artist"
-# Only the most dogmatic understands the highest form of arts.
The Hierophant Reversed -- The Sinner
Base effects, and also:
- All-spin zeros with non-T pieces becomes "Heresy".
- "Heresy" now has a "Sinned" counter (i.e., Sinned x1, Sinned x2, etc.) for successive "Heresy" moves, which adds that amount of wound lines each time "Heresy" happens.
- "Heresy" clears send the garbage to self instead.
-# Do not heed the words of the heretics, or else...
what if Hierophant was just Tetris?
Basically, Tetris that punishes all-spin brainrots
you still have T-spins
T-spin is allowed
Not going to incentivise 9-0 too much
Imagine hierophant does ban tspins
40l tower
lol
in my mind Hierophant felt like playing marathon
like how Freefall feels like playing tgm
culmination of a journey...
achiving something
Reversed means delayed success, lack of completion and stagnation
The world could be that climb speed mod
Probably you do tasks to gain climb speed in the world
na
It ruins gaebage economy
Garbo alr said that in his Christmas mod concept
Remember that Tasks are also a no-no because it steps a bit too much into the revive tasks from duo
Climbing speed is only proportional to the number of coloured minos on the board. The more coloured minos on the board have, the higher the climbing speed.
Reverse: Climbing speed is only proportional to the number of coloured minos on the board and inversely proportional to the number of garbage and permanent garbage minos. Game starts with 10 lines of garbage.
The standard mod will probably encourage C4W
How about the opposite? Climbing speed is proportional to the number of clearable garbageline minus the number of colored rows.
The reverse would be: Attacks are only possible through colour clears.
April Fools - Cement Pourer
you have all 1minos (or M123), but are cursed wth otherwise unplayable gravity (like 20g and 10f lock delay or smth).
Cement+Grav will uhhhh nvm idk actually make lock delay decrease by 1 per floor?
See video for how it would go with downstacking cheese (1f1f handling)
😨⚠️ your ears may die. ⚠️😨
Powerstacking or lst is already better than c4w. Just because csp prop to no. of coloured minos doesn't mean you can't gain altitude by doing btbs
anyways this the wrong channel for that
nvm this will absolutely cook the garbage econ.
this is SSL I-nsanity taken to the extremes
(ssl gamemode where all pieces are I pieces and the gimmick is that the game speeds up to unbearable levels until it's physically impossible for you to clear garbage in time. the amount of garbage thrown around was extremely high)
1nsanity now
I got it
the world could be the joker. (or the joker could be itself)
since it involves Making a plan that comes into fruition
Garbage attack and defense is blocked between the sets of 5 cards.
(clears or spins)
Are we playing Bejeweled 3’s poker in TETR.IO
Yes #1290115160287215701 message
unknown
If you click on it takes you there
I'm going all in for that one
the faith/aeon: if 4 lines of attack are cancelled, the time stop thing from tetris effect turns on which lets rack up score
reversed(faithless, probably): 4 lines of attack cancelled turns on doubled speed for doubled score
the devil: doubled attack/defense for doubled score
reversed(the lamb, probably): halved attack/defense for halved score
What do you mean by score?
i guess i meant height? so halved/doubled score means something like doubled/halved ascension speed
imagine ttc sees ts and DMCAs tetr.io
(this one is just for fun, and an interation of a previous idea)
The Moon or The Jester.
"To Fool the Emperor"
Every 100 meters a random effect can happen, often mirroring another mod.
Reverse Jester.




are active during Floor 1
Pieces spawn with random Rotations.
Every 14 Pieces Every Line Canceled, a random Trimino/Pentomino/ Broken mino is added to the bag.
In addition to this, After floor 2, a Random effect of every Reverse mod is added.
the initial combination
not to offend you or anything but this is just bad
for the vanilla card you have to master every other card before you wanna attempt to f10 that
reversed card is unplayable even without the reversed mod addition
and the broken mino thingy too
the reverse's idea of the piece queue having its own special kind of pandemonium does actually sound fun but everything else about this is ???
the base version is pretty much just te:c mystery mode which isn't actually that bad especially if it were a standalone event mod
but for the reverse mod, the active mod combination does make the already chaotic effects not fun to play at all
Color Switch
Tarot Card: ???
You can no longer use the Hold piece nor can you 180-spin; attempting to do so will flip the piece horizontally (L -> J, S -> Z), and this can only be done once every seven pieces placed. Combining this with
results in you no longer being able to hold to flip the piece.
so basically
but you cant 180 as well
correct but it also does have a slight upside akin to allspin/volatile
you can flip your pieces, so if you have a J piece dependency, you can use an L or J
no 180 -> painful
- cant do some of allspin
true
penalty should maybe be revised because of its overlap with 
A few questions
- Do you know how well this would play?
- Why once every seven pieces placed?
once every seven pieces because theres seven unique pieces in total for fairness ig
Can i join, too?
QP2 Modifier concept: The Clown
-# (I haven't got any ideal description yet)
Everything becomes a spin (i mean "Stupid" spins), but Surges will be disabled.
Reversed: Phantom Circus
-# Laugh and terror will be covered up your soul.
If you perform any spin, board will go boom (Somewhat like... Anti-Warlock)
even standalone stupid spins become very broken
just go into zen turn on stupid spins and build a 4wide 
then nospin is just
talentless
but no wounds
..aka quad spammers dream
(me, my dream)
It's stupid talentless
Clown to be effective, Spins must deal Maxium 3 damage.
still 4w
actually that gives me a better idea
actually it's still horrendous but I think it's still worth sharing just because
if you know it's horrendous we have a thread for that






