#More tarot cards / QP2 mods

4887 messages · Page 5 of 5 (latest)

wheat star
#

You could do the reverse of the phantom circus.

Only spins deal damage, and All of the stupid spins are Mini Zeros

#

that sends 1

wheat star
#

like the Race one xd

icy osprey
#

when the garbage suggestions dont have suggestions abt garbage

uncut tundra
#

Delayed Clears

Tarot Card: The Moon

Completed lines are only cleared after placing the next piece

Reversed - Absolute Zero

  • Only surge can send/cancel lines
  • Surge starts at B2B x1 and is doubled
  • Completed lines are only removed after the next non-B2B clear (this clear included)
winter saddle
#

yeah just gotta climb

fleet yoke
#

One old relic stuck in the very top of this thread.
-# YES, this is an acutal tarot card. I made it way back in September 2024.

The Others

-# Scale the tower, with more people.
Have up to THREE players scale the tower with you.

  • The climbing scale is equally shared to make things more fair for other people (Ex; Three people share 1/3x of current climbing speed, four people share 1/4x of current climbing speed.)

Reversed Counterpart: The Fakers

-# Fear, xenophobia, or denial of intuition.
Have up to 3 people play with you.

  • All effects of mod_bleedinghearts, but randomly sent to one of your two/three partners
  • Climbing speed is shared
  • Once you or any of your partners perform a line clear, there's a chance that that/those lines will be moved to someone else, elxcluding themselves.
fleet yoke
#

Ultra Reversed Counterpart: Gruesome Heartship

-# Unity, integration, and transcending duality.
Have only two people play with you.

  • All effects of mod_bleedinghearts
  • Climing speed is decreased by 25%
  • Have double the lines moved to someone else, with the chance increased significantly.
winter yacht
#

A concept I came up with for reverse duo while discussing how silly swamplite + 1 reverse would be (DIFFERENT FROM BLEEDING HEARTS)

Forever Entangled

"What is undone cannot be reclaimed"

• Hold is replaced with the ability to send the piece to the other players que on a two piece cooldown. (Pieces will show up at the front of the next bag)

• If a player dies the player still alive will receive both players bags (they get set to 14bag at the start of the next bag)

• every revive adds +1 permanent line to the reviving players board up to a max of 5

• All mods are shared between both players, also allows for the player that's not hosting (Person without reverse duo) to take other mods along with the ability to take reverse mods (max of 1 like the normal game)

remote urchin
#

Hi

viral snow
#

The Abyss

-# Towards the stars and the abyss!

  • Starting on the 10th floor (1650m)

  • The meter gradually decreases. ( - Meter possible)

  • Climbing speed is changed to the fall speed, if it is above a certain speed [Free Fall (Reverse Hyper Speed)] Entry

  • In this situation, the surge is disabled

  • Gravity immediately becomes 3

  • Deal sent doubles.


Unlock method

  • Go down 1650M cumulatively with mod_tyrant mode applied
void lotus
#

so just no surge, more gravity, [??? what does "deal sent doubles" mean]

void lotus
#

and some cosmetic changes for no reason, and a strict score range of [0~1650] which probably isnt hard to max for people who've f10d vol and/or grav

#

this is NQ im sorry

winter saddle
#

??? the requirement here is weird

warm basin
#

Freefall mentionned?!!?

void lotus
#

but it moves faster for higher floors

mellow hinge
#

Remember #1355003158182625290 exists chat

jovial nimbus
rustic heron
vestal plinth
#

at once?

viral snow
#

Cumulative

vestal plinth
#

it's just grind then

elfin frigate
#

Explosions (no it's not what you're thinking)
Tarot Card: The Sun
Effect:
One random mino in one random piece every third bag will have a bomb with a countdown on it (20 at F1, slowly dwindling to 11 on F10)
This countdown decreases by one for every piece placed
If any bomb's countdown hits 0, receive increasing wound lines
the first time: 4 wounds with countdown 12
the second time: 6 wounds with countdown 16
the third time: 8 wounds with countdown 20
the Nth time: 2N+2 wounds with countdown 4N+8

#

maybe not a good QP2 mod but maybe as an event mod or SSL gimmick it could work rshrug

#

-# go play bejeweled twist btw

vestal plinth
#

how do you survive 40 wounds

elfin frigate
#

that's the point

#

ok actually hold on

vestal plinth
#

then have achievement "most bombs survived in explosion" (must un-wound the wound to count it as 'survived')

viral snow
#

Knight

Effect

  • Only Tetris is activated.
  • BTB chaining
  • The deal sent is 1.5 times and the deal received is 0.5 times.
  • The garbage cap changes to 3 lines.
  • The climbing speed changes by 0.7 times.
    ‐--------------------------------------------------
    How to unlock

Do tetris 1000 time in mod_allspin

Hunting
Reverse Effect:

  • Only single, double, and triple will be activated.
    (Single: 2(Effective 4) garbage,
    Double: 3(Effective 6) garbage
    Triple: 4(Effective 8) garbage)
  • Gravity margins as soon as it starts.
  • The deal sent doubles and the deal received 2.5 times.
  • The garbage cap turns into 14 lines.
  • I-mino changes to two per bag (8-mino)
  • Windup Step 5 will be added
  • Combo has disabled
next vale
#

Is there an interest in forcing tetrises only

#

or making only tetrises count, encouraging them to be made mostly

#

to me that feels like a very default basic thing

lavish zephyr
#

sounds like a worse version of talentless

winter saddle
#

yeah

unborn crest
#

imo this doesn't test you in any interesting way

#

what does honest mean here

viral snow
#

I compared it to I-mino because I thought of using a sword

viral snow
next vale
#

only quads and I-spins
unfortunately, I-spins are janky

viral snow
#

Spin disabled

vestal plinth
#

why

subtle totem
#

cuz noob

vestal plinth
#

surge = noob ???

vestal plinth
viral snow
#

1

void lotus
#

windup5 is a buff btw

#

cause it spreads out the spike even more

void lotus
#

so first of all

#

why would they subtract altitude

#

csp1 gives 0.25 per atk

#

second of all

#

literally just normal gameplay???

#

this is the most nothing effect

runic totem
#

reverse is genuinely something new

void lotus
#

gameplay wise

#

unless like

#

it becomes kinda

#

mr boardwide-y

#

where you have to use all the columns instead of just 9-0 quad spam

zinc goblet
void lotus
#

in talentless you have to vary your clears SOME amount

#

"nospin" is just 9-0

polar elkBOT
#

mergeout #1393108794141048856 (1 message) was moved here.

jaunty bolt
#

yea i guess that works. Check this out ^

void lotus
#

interesting but too buffy

#

and you kinda show that when you say it

allows players of lower skill levels to reach higher climb speeds and therefore higher floors

elfin frigate
#

but... 32.5 bpm...

#

too slow

jaunty bolt
jaunty bolt
#

Basically it’s meant to be a “half time” mod like in osu or something. (which is actually a misnomer for that game because it’s 75% but 🤷🏻‍♂️)

unborn crest
# jaunty bolt What’s the problem with more people getting higher? If it’s bad for the garbage ...

"From the outset, I already knew that I didn’t want difficulty decreases. This is because it’d ruin the progression of seeing more of the tower as you improve, and make the experience of reaching a new floor less special. I also wanted to avoid having players perceive more or less “legitimate” ways of accomplishing something. If you reached floor 10, it means you were skilled enough to reach floor 10."

jaunty bolt
#

in that case, I guess, just make each floor twice as tall if you have the mod enabled? or cut effective climb in half (same idea, different implementations)

#

then floor 10 is still hard to reach, but the game is slower paced for those who can't react/play as fast

void lotus
#

cut climb in half?

#

but

#

you doubled the effective climb speed

#

what im saying with that is like

#

why add an additional effect to cancel a different effect

#

when you could just remove the one youre canceling

#

make climb speed unaffected

jaunty bolt
void lotus
#

then both become useless

#

it now just makes leaderboard show "wrong" data

#

and how would you communicate this to a player

#

just leave csp unaffected

icy osprey
#

i was very hyped when setting f7, 9 and 10 for the first time respectively

#

i think having a mod that just makes everything easier ruins the fun

#

if u want hyperspeed just supercharge and break at f5

runic totem
#

ZA WARU- i mean The World - Zone
You can toggle Zone from TE:C by either a new keybind or holding harddrop.
To compensate, you recieve way more garbage - either a small share of ALL attacks sent in your current floor (as suggested in #1272352916606550118 message), or just make you targeted more often.

runic totem
#

dead chat

half sun
#

wat

fair seal
#

this guy is gonna go nuts when they realize they can scroll down into archived threads in #1020054329782186065

mellow hinge
#

imagine tetrio gets dmca by ttc for a mod

elfin frigate
#

you can't copyright game mechanics

#

even if TTC were to try, they'd most definitely fail

white hornet
#

with how theyre desperately trying to screw over palworld

unborn crest
#

Nintendo has way more influence compared to ttc though

fair seal
#

also the whole legal battle's hosted by japan

elfin frigate
#

Antimatter

Tarot Card: The Sun
One random mino in one random piece in every 2nd bag will manifest as an Anti-Mino. Anti-Minos have a timer on them, starting at 10 and decrementing for every piece, until the mino is cleared. Should an Anti-Mino's timer reach zero, all minos directly adjacent to it (orthagonally and diagonally) will be destroyed.

#

so you need to clear it within a certain # of pieces

polar elkBOT
#

mergeout #1394928434530226257 (0 messages) was moved here.

viral snow
#

Berserker

The Chariot

  • Climbing speed is 1.5 times higher.
  • The garbage line comes up immediately.
  • When you reach each floor, you get 10 surge.
  • As the bibliography builds up, the climbing speed magnification decreases by 0.05
  • It's x1.5 damaging and easy to be a target for people.

Reverse

  • Climbing speed is 1.2 times higher.
  • The damage received doubles and is easy to become a target for people.
  • When reaching each floor, the surge 10 decreases, and when there is no surge to be reduced, a permanent garbage line is obtained.
  • When you reach the 10th floor, the climbing speed is x1
    And you get two lines of semi-permanent garbage lines (like all-spin penalties).
finite gorge
vernal spade
#

Blockades

Tarot card: The empress
Effect: Every 10th line of garbage that enters your board gets 4 extra holes (can stack with double hole).

Excavation (Reversed blockades)

Effect: Every 7th line of garbage that enters your board has 6 holes. At the start of the run and when there are no lines of garbage with 6 holes left on the board inject a garbage line with 6 holes. All garbage lines below the highest garbage line with 6 holes are invisible.

lyric laurel
fringe lion
#

The Chariot (Colour Clears Only)

  • Cancel Sickness disabled.
  • Clears that do not result in Perfect Clears or Colour Clears do not send attacks.
  • Colour Clears send 3 bonus attacks.
  • B2B charge instead counts the number of consecutive Perfect Clears / Colour Clears achieved and breaks when garbages enters the board.

-# The road paved for perfection.

Reversed Chariot: The Highway to Hell

  • Base effects as The Chariot
  • Bonus attacks from Colour Clears removed.
  • A timer will be introduced, which progressively becomes shorter with the altitudes climbed. Failure to find a Perfect / Colour Clear within that time limit will add 10 garbage to the board. The timer resets when a PC/CC is found, or when the penalty garbage is applied.

-# Stop and you will be run over by the weight of your own sin.

unborn crest
#

the board's chariot cannot be stopped

void lotus
#

i love rng

vernal spade
#

can't wait to try holdless gravity colour clears only

void lotus
#

no but really this does seem very rng

#

imagine f8/f9/f10 garbage with "GET A COLOR CLEAR, YOU WILL DIE IN 10. 9."

#

wait sorry

#

i entirely skipped past that line

#

cancel sickness disabled???

#

so it is just pc loop mod

celest cloak
#

this one here is just blitz 2 electric boogaloo

void lotus
#

ngl if you have to add "no cancel sickness" as an effect then um woomy

#

clearly the game is trying to prevent what youre trying to do yk

white hornet
runic totem
runic totem
#

(it is #1355003158182625290 but uh it kind of uhhh yea tf)

fleet yoke
#

This thread has been inactive for while...

unborn crest
#

this ended up getting flooded out by somehow worse suggestions, so reposting here for fun

void lotus
#

apologies to anybody using a trackpad or controller

#

wait it literally says disables controller

#

???? people. USE that. for a reason?

#

literally discarding a part of player playstyle preference

#

there is a reason you posted these to garbage suggestions, no?

fair seal
#

i like how these synergize with icon_swampwater

void lotus
#

the second is the Reverse of the first so its just force-mouse

#

but still like

#

Is This Fun is a question that you leave behind when entering #1355003158182625290

#

but you need to remember to pick it back up when you leave

fair seal
#

actually this+mod_gravity just doesn't work

#

it'd make mod_gravity easier (because you can absolutely cheat gravity on tetris.com)

#

and also the auto-rotating thing is one of the 2 actual patents TTC has but it's probably only for mobile so it's probably not a big deal just saying

unborn crest
vestal plinth
#

some mod idea
mod_pento except it also contains mono/do/trio/tetro minos

vestal plinth
#

add that in tetrio

runic totem
#

its... suprisingly more playable than i expected

white hornet
#

true

#

would be interesting to see a mod thats like

#

"some bags may contain a random pentomino"

vocal quiver
#

just do mech heart tf

zinc goblet
white hornet
#

GOODLUCK WITH RANDOM PENTOS

unborn crest
#

No clue how to fix the trackpad/controller issue for base version though

#

oh oops

#

@void lotus

void lotus
#

this is impossible to track for >95% players

#

you can take that concept back to #1355003158182625290 as an addendum

unborn crest
#

is it really that unintuitive

#

i guess it does have the intrinsic issues of 1kf

#

anyways you mean that for reversed mod players right

#

exile has the same issue if not

void lotus
#

exile is something you can learn quickly

#

wait

#

im thinking warlock

#

exile you can learn instantly

finite gorge
#

Very good practice tho

void lotus
# unborn crest is it really that unintuitive

1kf mod requires
0. ignoring the quality or enjoyment of the mod

  1. adding the controversial 1kf to the game
    a. this is anticheat hell
  2. learning 40 new inputs
    a. your controller layout shows a stick split into 10, which is unintuitive and unheard of
    b. find a way for the game to "teach" this in any capacity
    c. people not using the necessary hardware just cant play
    d. normal player can barely play anyway
    e. players who already know just plainly get unfair advantage (see: fortissims UWRs using 1kf
  3. this doesnt mechanically change the game AT ALL except for scrambling your inputs
    you made it intentionally bad because you were posting in garbage thread.... so obviously its Bad
unborn crest
#

i do think 1-2 are fair and i can agree

void lotus
unborn crest
#

but where do you get the idea that i intentionally made it bad

void lotus
#

wait

unborn crest
#

you do say it is because i posted in garbage thread of course

void lotus
#

not you

#

I forgot you arent OP

unborn crest
#

i am

void lotus
#

i mean @dollaryap

unborn crest
#

what

void lotus
#

oh

#

I may be doubly doopid

#

you posted it then deleted it

#

lmao

#

I just saw the first forward and didnt read sorry

unborn crest
unborn crest
#

i probably shouldnt have deleted it, in hindsight

#

ok now i will address my concerns with 3

unborn crest
void lotus
#

c: some people use controlling methods that just literally dont work

unborn crest
#

as in

#

touch screen?

void lotus
#

smaller keyboards, touchscreen, or controllers that dont have the two sticks + [?] buttons required

#

e is like

unborn crest
#

ok

unborn crest
unborn crest
#

oh sorry that i keep forgetting to turn ping reply on

void lotus
#

this idea isnt worth defending its just all around not a good idea I think

unborn crest
#

well

#

i'm trying to understand its issues

#

unsurprising if i'm coming off as defensive though

void lotus
#

hmm

unborn crest
#

because i assume you're posting flaws with it in good faith

void lotus
#

in a moment ill try to counterargue better

#

doing something rn

unborn crest
#

fair

void lotus
#

ignoring "1kf is controversial" and "it was posted to garbage thread":

  • it is probably just not very fun to play. players who are new will find it maximally cumbersome, and players who are experienced will find it boring, and even possibly a buff
  • the game has no way to teach this. other revmods can be "learned" in a few moments usually; the most obscure mechanics are in damnation (with blight..) and warlock (with a couple things), but even then, their basic mechanics (mega-hole garbage, and mega-wound w/ more variety needed) are still simple. 1kf for new players would be a combination of trial-and-error and "elderly person using a keyboard has to look down for every slow keypress"
  • it plainly uproots the control scheme. in my opinion, controls is one of those things that should just not be touched, and if it is, then only in a minor way (e.g. left/right are swapped, at most). any player will try to start the run by using their control scheme, unless they know that the term "1kf" means itll be discarded. this means in practice that players will start their first run(s) by accidentally dropping random pieces in random positions
  • what is the point of this as a modifier? what does this test or achieve? what skill is being tested here?
languid crescent
#

isn't it impossible to do spins in 1kf? maybe a more intuitive way to implement nospin mod could be something like "soft drop does not exist and becomes hard drop"

#

(which technically does allow spinning but you'd need to rely on grav)

void lotus
#

from what ive seen, modifiers all test something imo:

  • mod_expert and mod_tyrant: general skill, ability to work with standard garbage instead of relying on roll-in, and a generally harder climb, with tyrant forcing mostly constant action
  • mod_nohold and mod_asceticism: uh, nohold woomy which means maintaining a good stack and planning ahead, asc. changes the "planning ahead" to mean "planning ahead for any possible situation"
  • mod_messy and mod_loadeddice: downstacking, can no longer rely on the fact that garbage gives a clean well
  • mod_volatile and mod_laststand: dealing with large amounts of garbage and knowing when to cancel. rVL makes this harder on three axes, and tests plonk/efficiency
  • mod_doublehole and mod_damnation: similar to mod_messy, but DH is kinder with wells, and now the player also cant rely on the fact that garbage can just be dumped into to Always downstack (which means more effort required). rDH requires navigating your pieces well (usually using spins)
  • mod_allspin and mod_warlock: spinning woomy testing player ability to vary their clears instead of just quad spamming or LST spamming. rAS brings this to the extreme by forcing ALL spins, and they must vary in both size and piece instead of just one, which means more thinking of setups
  • mod_invisible and mod_exile: board memory/vision. knowing how to fix a misdrop without needing to re-process your entire board layout. normal IN gives some grace in its flashes, but rIN really tests your board vision
#

so

#

when making a modifier

unborn crest
#

so when you mean test something, you mean something that applies to nomod, right

void lotus
#

yeah

void lotus
# void lotus when making a modifier
  • what mechanic is this teaching or testing?
  • are there fundamentals changed that arent clear or arent learned within the first moments?
  • can this be viably played by people without looking up how to do it?
  • would this be interesting or useful to replay or improve in?
#

in my opinion, the answer to all of these for 1kf is No[ne]

#

also with the event mods:

  • mod_snowball adaptability to many board sizes, including keeping up with garbage. very obvious what the gimmick is after just a few moments of playing (and its also in the one-sentence description)
  • mod_pento and mod_afoolserrand intentionally bad, but still succeeds these. cant rely on 7bag anymore (forgot to mention that for mod_asceticism), nor that pieces are normal at all. need to be more aware of how the pieces fit together. and its BLATANTLY clear as soon as you even load in to the run, upon looking at the queue
wet moss
void lotus
#

oh

#

i had it wrong

#

alright then its still more variety, e.g. not relying on just XSDs, and paying attention to how many lines a spin will actually clear (forgot this when i first listed it)

#

(because sometimes you just dont care How Many Lines are cleared)

unborn crest
# void lotus ignoring "1kf is controversial" and "it was posted to garbage thread": - it is p...
  • being a buff at a high skill level is not inherently a flaw (see magician). i do agree that getting used to a new control scheme is inherently cumbersome though, especially in contexts where you are already familiar with one workflow (this ties into the second bullet)
  • this can definitely be remedied. the pop-ups when you enter qp2 for the first time come to mind first, but there is definitely a more thoughtful way of implementing an introduction to 1kf
  • fair enough (that changing the controls is problematic). it's unfortunate that reversed mods only get a name and flavor text (neither of which can mention 1kf), but starting aimless isn't a huge issue. if anything, this behavior would probably inform them how 1kf works. not understanding how to play the mod in your first run(s) is a bit of a flaw, but if anything, that just mirrors first learning how to play tetris
  • in terms of nomod, nothing. if this is an important criteria, i do agree that this is a major flaw in 1kf as a revmod. there does exist a skill being tested here though, given that playing 1kf more generally correlates with increased 1kf
#

i'll try not to write any more text walls

unborn crest
#

sometimes, i do feel like the application to nomod is overstated when conceiving mods considering the mod system is fundamentally just meant to challenge the player (in interesting ways)

void lotus
#

oop

#

didnt hold shift

unborn crest
#

you're fine

void lotus
#

contd

  • i think if the skill being tested is just [skill of the modifier itself] then it doesnt work well mechanically
#

you could change anything and the skill tested COULD be "playing Modifier X"

unborn crest
void lotus
#

well like

#

cause it just isnt important, theres no point to a modifier that just exists to feed itself

#

its the "when are we going to use this in our lives" in school but for tetrio

unborn crest
#

that is fair, but that also applies to snowball to an extent

void lotus
#

i suppose youre right

unborn crest
#

when's the last time you played a board that wasn't 10-wide outside of a custom room

void lotus
#

i think event mods are generally just less important for "using this in other cases"

#

they more prioritize

#

fun and replayability

unborn crest
#

ic

void lotus
#

and theyre both mechanically intuitive

#

remembering back to the

#

rejected snowman mods video

#

the minimum handling idea and the oyesoyesoyesoyesoyes idea and such

#

i forget the reasons they were rejected actually

#

dont remember the video that well

#

i think oyes was rejected partly because its adapted to uber-easily by just making a 2w?

#

my personal opinion is that it just doesnt sound fun

#

sounds funny but not fun

unborn crest
#

no

void lotus
#

it sounds very funny ngl

unborn crest
#

rejected because skill ceiling was too low

#

you're at f10 and you get windup and you recieve 5 o pieces

void lotus
#

ah forgot to consider that

#

again its been a while since i watched the video so :p

unborn crest
void lotus
#

mmkay the problem imo

#

let me try to put it into words

#

the 1kf mod effectively just resets all skill for effectively all players. you cant really use your skill except for just knowing where to place pieces. with NO physical experience carrying over between 1kf and normal (and vice versa), the Point of the modifier gets reduced to "if you play X more, youll get better at X", which is true for literally everything ever? theres nothing to gain from this, its just making you a D player again but only for this one modifier.
it seems like if it were to be added, it would just exist for the sake of existing? and it forces complete relearning in a not fun way.

languid crescent
#

skill reset more or less happened with pentos, and what mods are fun is subjective

unborn crest
#

kinda agree

#

though in its current state, it is probably unsuitable as a mod

#

(it's definitely unsuitable as an event mod)

void lotus
#

"learn 1kf in one week" woomy

fair seal
#

yeah i can't get past the logistical issues

#

i mean they hardcoded CTRL+Z and the complaints have never ever stopped ever

#

i don't think you can just reasonably assume everyone has QWERTY (US) and be done with it

the only reason existing 1kf clients get away with it is because like eight people care to use them woomy

void lotus
#

and those people would just absolutely dominate all leaderboards

#

free fortissim KMs while everyone is fumbling around in f1-3

fair seal
#

lol right

zinc goblet
void lotus
#

When Its Ready the redesign will come along and apparently support Many controllers and buttons from what ive seen in a teaser (that I failed to find 😔)

runic totem
runic totem
void lotus
indigo ferry
#

Just have an idea for the garbage = water mod, game mechanics underwater will become slow tetris (no inf softdrop, no 180 spin, line clear delay) and that above water is fast tetris.

#

Low key relying on 180 spin too much in tetrio messes up my stacking vision in ppt or t99

void lotus
#

sounds creative

rotund rampart
#

ideas:
Panic Climber
how to unlock: go from the least fast climbing speed to the highest in 15 seconds
buff: climbing speed is capped at 2x the normal rate
debuff: climbing speed goes down 2x faster, and lose one rank of climbing speed every time a b2b is broken
Reverse
buff: normal climbing from attacking is multiplied by 1.5x
debuff: every climbing speed is decreased by 2.5m/s and now requires 3x more to increase climbing speed

Combo Professional
how to unlock: get a 15 or more combo
buff: combos deal 1.5x more
debuff: everything that is not in a combo will deal /1.25 damage
Reverse
buff: combos deal 2x more, climbing speed increases 2x quicker
debuff: if you don't start a combo for 10 pieces, you receive 20 lines of garbage immediately

void lotus
#

csp is

#

not capped

#

and thus there is also no "highest"

#

so what do you mean

#

we also do NOT need 4w mod

#

especially with the buffs

#

the reverse is basically just 1-combo farm cause otherwise its not sustainable

vestal plinth
#

probably highest means white (where there is no visible change)

ivory veldt
polar elkBOT
#

mergeout #1403498676386664529 (2 messages) was moved here.

smoky isle
languid crescent
#

one thought on The Oracle - you probably want to reduce canceling and/or incentivize clearing garbage (like Damnation) to make players play around the mechanic

native forge
#

peepee

#

also i kinda cheaped out on judgement's reverse flavour text lmao

void lotus
#

sun kinda sounds insanely good

#

unless "contains" means "only some"

vestal plinth
#

"upright": has bomb
"reversed": doesn't...?

hidden dune
#

bombs are a really dangerous mechanic to introduce to qp because of how much spike potential they give and how much easier they are to downstack

native forge
#

but honestly yeah bombs only garbage is too op

vestal plinth
#

none of reverse has upright by default i think

#

maybe mod_tyrant does

native forge
#

not so good wording

#

i think one of 15 or so lines will contain a bomb

vestal plinth
native forge
#

it's possible with clean bomb garbages

vestal plinth
vestal plinth
native forge
#

also bombs are more frequent in reversed effects

vestal plinth
#

t isn't touching bomb

native forge
#

fuck

native forge
#

i forgot how bombs actually work

vestal plinth
#

place a mino on top of bomb = auto clear

native forge
#

i see

#

unrealistic bag

mellow hinge
#

or just shift the column

void lotus
#

double csp gain just always seems iffy to me

#

even if drain is doubled.. gain is also doubled so you just get it back

#

so just

#

csp -> csp*2

native forge
ashen zodiac
native forge
polar elkBOT
#

mergeout #1409951443913543780 (0 messages) was moved here.

void lotus
#

@late grail nice art oyes

vestal plinth
small imp
#

Idea: (I don't know what it should be called)

Set the rotation system to SRS-X, all non-180 spin will always result in mini spin and all 180 spin will always result in full spin.

There will be a 180 check to avoid exploit after the spin, if you attempt to do 180 from where it spin into and ending up doesn’t need any kick (commonly for T, J, L) or ending up in the exact same place (commonly for I, S, Z), then it will count as mini as well. O will always count as mini.

#

For example, this will count as Full Spin because after the check it will ending up above the hole

#

This will count as mini because after the check it remain in the same place

#

After the 180 test, we should also add CW and CCW test to test is 180 the only way to spin into. this is a problem

This will count as Full Spin because 180 is the only way to going into

#

This will count as mini because it's possible to enter by doing a non-180 spin

#

the idea of spin check to avoid the same exploit seen in Multimino

fleet yoke
#

It's been a while ever since I've made mod combos, specifically The Fool. So, I took @tiny lake's ideas (go to the reply to see all the ideas, scroll down before my old mod combos for their suggestions, excluding Amnesia), and made some combo names with them.
Here they are:

  1. Penta All-Spin = The Jester
  2. Penta Power = The Smart One
  3. Weakened PENTR.IO = The Weakling
  4. Penta Expert = Oblivious King
  5. I5 PENTR.IO = WHAT
  6. Penta Duo = Flawed Lovers
  7. Penta Bombs = Was It the Red Wire?
  8. Penta Volatility = Intrusive Thoughts
  9. Penta Invisibility = Blind Follower
  10. Penta Messiness = Cluttered
  11. Chained PENTR.IO = Wrapped
  12. Organized PENTR.IO = Clear State of Mind
  13. Penta Sickness = Stage Four Cancer
  14. Penta No Hold = The Newbie
  15. Penta Double Hole = Foolish Temptations
  16. Penta Gravity = Bunge Jumper
  17. Penta Spiking = How 2 B Overassertive
  18. Boosted PENTR.IO = Overcaffeination
  19. Colored PENTR.IO = Saturated Mess
  20. Penta Impairment = Severe Short-Term Memory Loss
  21. Debuffed PENTR.IO = Unfortunate Soul
    (Thanks to ZC:AFM for The Jester, Oblivious King, Flawed Lovers, Inrusive Thoughts, Blind Follower, Cluttered, The Newbie, Foolish Temptations, and Bungee Jumper)
    Also sorry MILLION LIVE ALL-SPIN for pinging you, it's just to get to your idea faster.
indigo ferry
#

Timer mod:
Game started with a 3 minute countdown on the timer.
For every 1 line of attack sent, 1.2 seconds are added to the timer.
The amount of added time will decrease as the altitude increase (i.e. Floor 10: 0.5 seconds for 1 line of attack sent).
When the timer reaches 0, 20 lines of garbage is sent to the board every second until the timer reaches more than 0 again.

Reverse Timer mod:
Start with 3 minutes also.
Timer countdown is 1.5x faster.
The ratio of added time / 1 attack line sent decrease faster (i.e. Floor 10: 0.3 seconds for 1 line of attack sent).
Game over when timer hits 0 (instant kill by 20 lines of permanent garbage with a 0 symbol within).
Garbage amount received and messiness are amplified proportionally if the timer goes higher than 3.5 minutes.

finite gorge
indigo ferry
#

Since I'm just a U rank my simulation may not be correct

finite gorge
indigo ferry
#

Well then that's not my job lol

#

All spin is also mech friendly in that sense

#

And exile

finite gorge
#

But mainly just free style

#

It also kinda feels like zenith speedrun on a timer

indigo ferry
#

It is supposed to be heavy time pressure gamemode without caring about getting hyperspeed

#

And it goes beyond f10

finite gorge
#

True

indigo ferry
#

And I assume the way people with less skill grind zenith speedrun is to spend time building btb and break it at floor 5. At least that's how I got my zenith speedrun achievement and it doesn't really feel like a speedrun for me

fair seal
#

spiker i hope you're not recreating that massive message because i can just repost it

wheat star
#

uhhh

fair seal
wheat star
#

yeah I was (trying to find out what i did wrong)

I thought I didn't post it lmao

fair seal
#

so shall i?

wheat star
#

yes!

fair seal
#

-# concept by ↑ @wheat star

🧛 The Vampire

You have to drain the blood of those who attempt to reach the top
Halloween Specific Event.

What if QP2 was a Roguelike?

  • Includes all mod_expert Expert mode Downsides
  • After reaching a Floor you have to choose one upside, one downside xor one neutral card.
  • If enough blood has been drawn, you can choose a neutral card instead, however doing so makes you a bigger target, receiving more damage and rewarding more blood.

Downside cards may include:

  • +30f Line clear delay
  • mod_nohold NoHold
  • mod_invisible Invisible
  • mod_doublehole Extra Hole
  • mod_messy Chaotic Garbage
  • +5 Fatigue Lines
  • Column Fatigue
  • Void Lines (non-spin clears do not deal damage)

Neutral Cards may Include

  • -1 Queue
  • mod_allspin All Spin
  • mod_volatile Volatile Garbage
  • a Random T or I is added to every bag... sometimes another piece.
  • Gravity Up, Line Clear Delay Down

Positive Cards may Include

  • T-Spin Up! n+1▫️
  • All Clear Up! (5+2▫️
  • Double Hold
  • Double Points (For this floor)
  • Quad Up! 4+1▫️
  • Mini Up! (minis now count towards surge)
  • Messines Down!

Downside

  • Choosing mid game might break the pace, so the cards could be randomly drawn, and make so that the blood replaces the up & down with a neutral card.
wheat star
#

thanks

#
  • I also later realized that straight increase in attack even if in one category is a bit lame, im sure there could be better ideas, but this is the gist of it
finite gorge
#

A few issues on the vampire I noticed that would be very annoying.

  1. What would the keybind for the default of 2nd hold feature Cus may have different ways of pressing the keybind and it might be extremely confusing as well.
  2. When you mean no hold, do you mean remove added hold features or completely disabling you from holding?
  3. Don’t minis already count for surge?
  4. Doesn’t each floor already increases gravity?

Some improvements I would do (but might be hard to implement)

  1. Make a grading system for each section of the cards that they choose before the round starts e.g (Neutral: 1. Volatile 2. All-Spin etc) so they will choose the ones they want the most from the set cards that appears.
  2. If there is 5 fatigue lines chosen, reduce the total fatigue lines on them from 15, to 13 to make it more survivable if a windup_4 occurs
runic totem
wheat star
# finite gorge A few issues on the vampire I noticed that would be very annoying. 1. What would...
  1. Cyclic (hold 1, then hold 2.) a few stacker games already do this.
  • I thought of having 2 or more holds but it creates an infinite stalling method.
  1. Cards cancel each other, 'no hold' can appear until no hold boxes are left.

  2. No, Mini Zero do not count.

  3. Yes, but we can go further [insert dicaprio here], we can even reduce lock delay like mod_freefall


  1. I instead thought of a weight system to make the draw of the cards more balanced, however I didn't wanna overcomplicate things, otherwise the post would be like that one gif of the crazy guy on the whiteboard.

  2. No. (though I did think to reduce it by 3 if you already have 10 lines)

  • But it could be weighted as harder with the system above.
  • Alternatively I thought of them being wound lines.

footnote: The original idea was to draw 'experience' from other players and level up your hand instead of being per floor.
(I also forgot to add that, 'slower garbage rise speed' and a bunch of positive queue cards to potentially get rid of the mod_expert downsides mid run)

finite gorge
#

i thought u said minis in general

#

it's fine

wheat star
#

sorry for not specifying

#

the cards are just an outline. I didn't put much thought in the process

#

It is partially inspired by the 'Random Buff' mod from Rain World.

#

you can get even crazier with it.

Like making the whole board move left and right if you hit the walls
make a +1 180° unSpinnable piece between the bags appear

and any other headache type card, but that could quickly turn very frustrating if you can't choose the card, and as I said, choosing cards mid game breaks the pace

polar elkBOT
#

mergeout #1417056063764697139 (0 messages) was moved here.

hidden dune
# polar elk ## <:mergeout:1219406309154099470> <#1417056063764697139> (0 messages) was moved...

If you've played actual lategame connected vs against capricorn, you'd know that broken pieces are very, very difficult to play around with and commonly, people will try to avoid using them as much as possible (just two really bad broken pieces is all it takes to completely ruin a boardstate). I think the 'broken' piece variants work better as a reverse variant due to certain pieces effectively acting as unavoidable garbage. I think the standard version could simply just remove pieces from the tetriminos

runic totem
#

@sweet gulch ^

sweet gulch
hidden dune
#

gaping holes

sweet gulch
#

ah alright

#

thats good

#

yea those would be nice xd

hidden dune
#

or if you want to keep the theming of brokenness due to hanged man, you could make it broken triminos

#

which removes a few specific pieces such as L/J with missing center and L3/J3 but adds new ones like diagonal I3 piece

sweet gulch
#

so trikings?

#

yea

#

i think thats good

#

cos it fits the theme of the card

hollow oriole
#

does anyone already talked about instead of garbage leaving a well, instead, the garbage itself is the well?

unborn crest
#

this seems like a flawed idea but I'm not sure how to articulate my reasoning for why

subtle totem
#

damn

indigo ferry
#

If you're lucky you won't be killed by garbage if it doesn't block the spawn

runic totem
vestal plinth
#

what if some garbage is normal and some garbage is inverted (like image above)

tiny lake
#

The Dagger

  • Each bag has 2 I3 pieces and 2 L3 pieces (tromino), and 14 tetrominoes.

Reversed: Punctured

The world of pain awaits you.

  • Each bag has 3 sets of 7 tetrominoes, as well as one I3 and one L3 piece.
  • Attack sent and canceled is halved.
  • If you clear a line with a tromino, you will become SHARPENED, allowing your next attack to send triple the normal amount.
  • Garbage cap is set to 4.
#

Forgiveness

  • KO's now cause you to descend instead of going up.
  • Sending attack stops passive ascension for 3 seconds, once per 6 seconds.

Reversed: The Unwilling

Do what you don't have to.

  • KO's now cause you to descend instead of going up.
  • Sending attack stops passive ascension for 8 seconds and causes you to go down by 7 meters, once per 16 seconds.
  • All altitude gain is cut to 70% of original values.
round gull
#

at least makes it easier to stack spins and/or recover from misdrops

tiny lake
#

Changed

void lotus
#

sending attack is generally a required part of the game

#

and also

#

doubling ko penalty and halving all gain??

#

firstly, KOs are entirely random

#

KO at only csp 4 is -30m and you need to send 60 attack to make that back (+14 each time the penalty is procced)

tiny lake
#

Changed again

runic totem
#

-# as in there's less jugjment and less focus on quality there

#

-# so if your suggestion is actually goot it will be redirected here. maybe

dark fjord
#

Card: The Empress
Mod: (unnamed)
Effect:

  • Climb speed will never decay, but climb speed gain got massively reduced
  • Garbage multiplies by the climb speed multiplier (capped at x4 at speed 12)
  • Cancelling is x1.5 if speed > 6, x2 if speed > 12
  • 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 12, climb speed is fixed, thus garbage gain remains x4
  • Targeting Factor is massively reduced but drastically increased for each floor and time played
  • Cancelling is x4, decrease by 0.1 every 8s (down to 1x)
  • The Tyrant’s fatigue will start 4 minutes sooner, except Garbage messiness (which will be removed)
#

Revive my mod idea

void lotus
#

CSP12 too powerful I think

#

for upright idk why youd give a buff if the player reaches a high csp

#

idk to me messing with csp balance is seldom a good idea

#

especially here where youre removing csp balance

tiny lake
#

Perpetuation (remix of fantasticthedragon's The Empress)

Normal

  • Receive more garbage based on climb speed (max x4 at CSP 10)
  • Cancel 1 additional line at CSP 6, 2 lines at CSP 9, 3 lines at CSP 12
  • The CSP drain cooldown from speed changes is removed

Reversed: Abolishment

  • All effects from the normal variant except cancelling
  • Garbage is capped at x1.5 at CSP 10
  • For the first 28 pieces, altitude gain is doubled
  • Reaching a new floor will increase targeting rate
  • Cannot cancel garbage, 2.5s garbage delay on all floors
  • Halved garbage receiving rate, 4 garbage cap
  • Different fatigue system
    • 6:00 - Some things took a weird route… Garbage received becomes 20% messier
    • 7:00 - You get the feeling it wouldn't be interesting... -2 next pieces
    • 8:00 - It might be that it's not like you... +3 permanent lines
    • 9:00 - "[Player's name], what are you doing!?" Garbage enters your board faster (1.5s delay)
    • 10:00 - And you knew what it was. +5 permanent lines
    • 11:00 - The curtains are about to close on you... Line clears now have a 0.75s delay
    • 12:00 … +12 permanent lines
void lotus
#

two criticisms from me

#

firstly is that 2x+ garbage with no canceling is a little harsh even if cap is lower

#

secondly is more minor, just "you could barely feel your five senses blur together" is two different concepts combined, where the combination doesnt make sense

tiny lake
#

Changed. I'll be looking forward to change more based on your feedback

wheat star
#

Could you imagine that mod_freefall forces you to use ARS?

delicate portal
#

The Eclipse
-# As light and shadow trade places, you ascend beyond both worlds

☀️ Solar phase:

  • Your “ghost” (past self overlays on your current board, probably like 20% opaque or smth) will appear every 3 seconds.
    These ghosts can stack and once the stack gets to 4, the ghosts will erase and a punishment will be received (tbd). These ghosts can be cleared by doing any hard line clear (one at a time)
  • next in queue are hidden
  • b2b gain can increase by 2 when clearing a ghost, though slowly decreases over time.
    -# Maxes out at 50. Sending attacks/surge at max will multiply by 1.5 (maybe?)
    -# OR surge sends immediately once capping

[encourages focus and more aggressive movement, acts as the high-tempo side]

🌙 Lunar phase:

  • The board enters a dark veil (heavy vignette of some sort) and minos become a silhouette; ghost piece also invisible.
  • When clearing a line, the board lights up around the clear for .5s.
  • There’s also an audio cue that happens every 10s, and sending attacks in the first 3s of that audio cue will grant a punishment (tbd).

[encourages awareness and timing, acts as the cautious side]

There will also be a very coolio visual shift from each phase

  • Each phase lasts for about 45s and ofc timing window for some mechanics and stuff gets smaller as you climb the floors

dunno if anyone had a similar idea cause I’m too lazy to scroll through everything. I thought it would be epic to make a mod a tier higher than reversed difficulty for a new/final challenge that isn’t literally impossible but more on the psychological pressure side tf

thoughts on first draft?

tiny lake
#

The Sweetness (Attraction)

A scent so sweet that it doesn't just attract, but promises.

  • Pieces may become Sweet Pieces with a 10% chance. When a piece is dropped on the same row as a sweet piece, it will move in the direction the arrow on a sweet piece is pointing.

Temptation (Reversed Attraction)

You can't resist the meaning of what's making you do it.

  • All pieces are sweet pieces.
  • Start with 2 garbage lines.
rugged spire
#

-# what if.. alternative set of modifiers named after sins (probably not that great an idea but could be neat)

rugged spire
# rugged spire -# what if.. alternative set of modifiers named after sins (probably not that gr...

The Sloth

  • Cannot go into HYPERSPEED
  • climb speed takes twice as much to rank up
  • clearing garbage gives a small clear delay that stacks, does not go away until the combo ends

The Glutton

  • Held pieces are destroyed after 3 pieces are placed
  • Lose a bit of climb speed every time a piece is destroyed

The Prideful

  • climb speed is slowed based on the amount of garbage on your board
  • take increased garbage when you have less than 4 lines of garbage
  • cancel less garbage on non-quads unless they are spins

The Greedy

  • Holding a piece now requires you to place one piece before you can retrieve it safely
  • Retrieving a piece before placing another will still be allowed, at the cost of inflicting a wound line
vestal plinth
#

original: cannot retrieve before placing a piece
greedy: can do it at a cost of 1 wound

rugged spire
#

moreso meant you have to place an extra piece before you can use hold again, probably better without the wound thing tbh

void lotus
#

"cannot HYPERSPEED" is an effect of every modifier already

vestal plinth
#

true..

subtle totem
#

The Chariot with the ability of minos on board*csp = alt gain seems interestring to me

#

(or less minos = higher climb idk you would have to talk about it)

fringe lion
#

The Hanged Man: Garbage disables attack

  • When garbage enters the board, B2B surge breaks and all subsequent outgoing attacks become zero until all garbage lines are cleared.
  • With garbage on the board, B2B surge cannot be built.
  • Cancelling remains unchanged.

-# Letting go is the first step towards moving on.

The Hang Man Reversed: The Tightening Noose

  • Base effects from The Hanged Man.
  • With garbage present on the board, any incoming garbage cancelled will return to the queue. Standard garbage delay time applies.
  • Clearing garbage lines no longer resets sickness.

-# A fitting end for those unable to move on.

abstract garnet
#

i wish in Quickplay 2. there is:

ClassicMode (Just like a normal first Classic Brick game)
Mini Board (Make the board into size: 4x4. but climbing you may be divided into 3. the people that attacking the player. will triple the garbage block)
Beat Mode (Play with the beat to double the meter. not following the beat will drag you slower) [Similar like Betrix]

REVERSE MODDED CARD:

[This doesn't include the Reversed modded card]
Mini Board.EXE ( Wind up will always spawn + you will get game over until the time will reach 5 minute or more)[Mini Board]
Endless beat (If you don't follow the beat just once. you got game over immediately)

Please. i can't wait for this mod in Quickplay

THIS MODDED HAVE TO REACH FLOOR 10 "Platform of the God" to unlocked this mod

That is what i'm thinking about 🙁

errant frost
abstract garnet
#

but the snowflake will expand the board size right?

winter saddle
#

this was already a tetrio event

abstract garnet
#

that "2" won't increased the board size.

subtle totem
#

classic is mod_asceticism
mini is either 4w spam/ mod_snowball
Beat is requested + prob the star tarot card.

#

Of the tarot cards remaining: (cuz)
High priestess, Empress, heirophant, chariot, justice, hanged man, death, star, moon, and sun.

polar elkBOT
#

mergeout #1437655890324099193 (6 messages) was moved here.

hidden dune
#

#1355003158182625290 message

Death - Sturdy Garbage

"Withstand or accept the flow of change."
Garbage may spawn as a sturdy garbage, requiring two clears to get rid of.

INEVITABILITY - Reverse Sturdy Garbage

"None can resist what is to come."
All garbage will spawn as a sturdy garbage, requiring two clears to get rid of. Some garbage has a chance to spawn with regular garbage within its line and sturdier garbage can spawn as well, requiring three clears instead. Mixed sturdy lines left uncleared will be left behind as residue. Climb speed gained from clearing non-garbage lines is halved When no garbage has been cleared in a while, the lowest part of the stack will begin continuously converting into sturdy garbage lines, going upwards until garbage lines are cleared again .

void lotus
#

i assume the mino inside a sturdy hole will disappear

#

but when multiple holes are created using rSG do they all disappear

hidden dune
#

think of it like the frozen pieces from tgm except they eventually expire

vernal spade
#

The reverse looks like damnation, but it doesn't have anything to prevent full cancelling

hidden dune
#

that was my main concern, i didn't want this to just be damnation lite but it's kind of hard to find a way to make the objective any different apart from the fact that multilayered garbage minos are a nightmare to go through

#

clearing lines won't lower your board right away and will leave you with a worsening board state with each clear (unless the initial idea i had for it with the garbage getting cleared and teleporting back to the bottom of the board to allow you to clear the next ones without jeopardizing upstacking would be considered, which has its own set of challenges)

#

loaded dice counters full cancelling through the line clear delay, and damnation disincentivizes it through a combo of upstacking having 0 power, garbage clearing being mandatory, and garbage automatically injecting itself when below layer 5. i think inevitability could handle full cancelling without copying damnation by making it that if you don't have any garbage, the floor will slowly 'infect' your stack and start replacing your own minos with sturdy and sturdier ones, thus making it inevitable to deal with the reverse's gimmick

#

and as to make sure the infection state doesn't start immediately, the reverse mod starts you with an unfavorable map similar to loaded dice's 6 and damnation's checkerboard

abstract garnet
hidden dune
#

which one

abstract garnet
#

you test your creativity card

#

into the quick play

hidden dune
#

oh i just edited a screenshot

abstract garnet
#

but that's so damn creative

hidden dune
#

first one is a regular qp run while the second one is a freefall run because it's the only reverse mod that gives you clean garbage without compromising the screenshot (tyrant has the expert mode board, asceticism has a modified piece queue, and last stand has a shorter board)

#

i've made plenty of mockups using just ingame screenshots and a bit of photoshop work but they all kind of vary in quality

abstract garnet
#

that photoshop is sick 🔥

hidden dune
#

looking at the past stuff i've did i think these are a lot cleaner than the one i posted

#

there's a lot of very obvious editing artifacts especially in the reverse screenshot if you zoom in and i'm not entirely happy about the reinforcement indicators either (was discussing about it in #1355003158182625290 for any alternatives because simply making the garbage darker causes some accessibility issues)

rugged spire
#

its pretty good editing nonetheless imo

rugged spire
subtle totem
hidden dune
#

direct mod synergies would be so fun to see but unfortunately sturdy + double will just result in the sturdy garbage having a chance to spawn with two holes

waxen oriole
#

What would Hanged Man be?

waxen oriole
subtle totem
hidden dune
#

applying the same logic to sturdy means the garbage can spawn as both sturdy and with two holes, straightforward as that. ironically, trying to make a new gimmick between these two mods by making a double sturdy garbage line spawn with one hole and one normal garbage only separates the interaction of both mods as you only have to worry about them one at a time

subtle totem
hidden dune
#

The wounds not producing double hole garbage was an oversight, and people used it in escape artist to bypass having to deal with actual double hole garbage by just producing a lot of wounds early on

subtle totem
#

They chose to add it after this. Meaning they wanted it there. It feels intentional to me.

#

Anyways, even if it wasn't intentional, it doesn't prevent us from trying something new.

hidden dune
#

and my point still stands that changing the dhg+sturdy interaction to produce a garbage with 1 hole and one standard garbage, while mechanically interesting because it brings a part of the reverse mod to a standard modset, isn't really all that great. double hole makes it so that you have to clear out two parts of your board in order to clear some garbage and sturdy makes it so that some garbage are twice as punishing, and it would be far more interesting to see the two mods actually directly overlap and make you have to clear out the same pair of garbage twice rather than just once

just to clarify, i would still love to see some actual cross-mod interactions that's not possible with only one of the base mods and i think this is worth its own suggestion entirely, but i also don't think there's any such case that exists within the game right now and allspin+double hole producing double hole wounds feels more like an edge case they had to deal with to keep one of the mods in play instead of letting people bypass it

#

it's outside the scope of my mod suggestion, but i think someone else could come up with unique interactions for the existing mods that produces a new gimmick as a result of certain mods present at the same time and suggest that in this channel

vernal spade
#

honestly the wounds producing double hole garbage feels more natural because they just spawn a garbage line like any other (except that it's very messy)

vernal spade
#

Snowball fight - reverse Snowball board idea

In addition to upright effects your piece queue in addition to T, S, Z, I, J, L, tetrominoes contains all O pieces from 1x1 to nxn where n is 1/3 board size rounded up.

gloomy shore
fringe horizon
#

Hold on

#

Maybe this could work as a counter to full cancel

#

Since your pieces also have hard cells, they basically turn into garbage too

#

In terms of strategy, you'd want to place your pieces to put as many hard cells as you could in a single line (to clear them faster)...or none at all.

#

If you fill a line with 0 hard cells, it clears. If you fill a line with 10 hard cells, it clears. But if you fill it with one hard cell and 9 regular cells, it now becomes a line with a single regular cell and 9 dead cells. Now you have to fill them all in again. If you instead fill it with 9 hard cells and one regular cell, it becomes 9 regular cells and a hole. If you fill that hole with a regular cell, that line clears.

vestal plinth
fringe horizon
#

Sure

polar elkBOT
#

mergeout #1441741593550913598 (0 messages) was moved here.

crisp marsh
#

what

#

i dont think that this is a mod

vestal plinth
crisp marsh
#

emm

void lotus
#

you said effectively a concept for a new card unlocked by reaching f10

wheat star
#

What if while using mod_warlock Warlock, when you're in a combo, you can't repeat the same type of clear within the combo?

polar elkBOT
#

mergeout #1451289020708683937 (0 messages) was moved here.

fair seal
#

(↑ too generic • really don't think that's a feasible ask in any case)

void lotus
#

well kind of

#

instead of "custom tower w/ custom mods" its "custom mods [but the devs code the mod every week]"

rugged spire
#

code a new mod every week that isn't gonna get used ever again, that sure sounds upsetting for both developers and community

hidden dune
#

isnt this what the SSLs are for already

#

random bullshit mods that are too unpolished to be in the main game but too fun to just leave out as an existing concept

fair seal
#

~~half of the SSL stuff is just custom maps anyways ~~

worthy vigil
#

I basically had the idea and wanted to but it out before I forgot or let it linger

hidden dune
rugged spire
#

what's SSL?

void lotus
# rugged spire what's SSL?

Super Streamer Lobby, a [yearly?] event that attracts hundreds and generally has each round be a different unique/strange/surprising experience

rugged spire
#

ah neat

void lotus
#

often includes custom pieces, e.g. "jumpsquare" contains a 3x3 piece_o

fair seal
void lotus
#

the only dimentio lobby I was in had those crazy camera effects I didnt even know could be done
..obviously not a contender for modifiers but shows lobbies could be more 🥹

vernal spade
#

Slimmer board

Tarot card: The High Priestess
Effect: The board width is 8, clearing a quad injects two wound lines to your board with a wound counter of floor + 5. Quads no longer progress clearing wounds (even those from all spin).

Insecurity (reversed slimmer board)

Effect: Clearing quads now injects 3 wounds. You don't create attacks with line clears (for sending or blocking), the only way to attack or block is by releasing surge. Back to back gain is doubled. Attacks received are multiplied by 0.7 + 0.02 * back-to-back. Garbage takes 5 seconds to enter regardless of floor.

finite gorge
#

So basically all spin but only quad gets punished

#

And only b2b send lines

vernal spade
#

and 8-wide

subtle totem
#

11 wide board when?

polar elkBOT
#

mergeout #1457331446392815636 (0 messages) was moved here.

vestal plinth
vernal spade
copper hound
#

Ramdom 3am thought
Death - wound garbage
Upright: Garbage received sometimes become wound lines, but are less punishing than those from all spin and is as clean/messy as normal garbage, and doing the same clear type also reduces the wound count (except those from all spin mode)
Reversed: all garbage received becomes wound lines

copper hound
flint mural
#

all of the mods that aren't based off of the major arcana could be reskinned as minor arcana

flint mural
flint mural
vernal spade
#

Backfire

Tarot card: Justice
Effect: 50% of attacks you send (not block) are also sent to you (rounding RNG)

Reckoning (reversed backfire)

Effect: The backfire becomes 100%. When leaving floors you receive garbage equal to 30% of all attacks you sent on that floor (after reaching F10 at 1650m, the next breakpoint is 2000m and then every 400m). You are no longer slowed down when approaching the end of a floor and you don't need to clear a line to cross to the next one, but you won't get the 3m boost for crossing. KOs give no altitude.

hollow yoke
#

canceling attack sent is gonna be a nightmare

toxic spear
#

i like this one

runic nexus
#

april fools card 2026: make it something stupid rng based instead of something that one person is good at

fringe horizon
#

I'm trying to make that two

vernal spade
# wheat star Bleeding hearts but solo

not exactly, bleeding hearts injects the attacks directly to the board (unclear) and my mod idea adds them to the garbage queue (backfire) allowing for them to be blocked. Also rev Duo triggers regardless if you send or block and my mod idea triggers only on sending

polar elkBOT
#

mergeout #1481856230602440877 (1 message) was moved here.

gloomy shell
#

April fool Idea: reversed field
mino falls from lowed to upper
reversed: vortex
fields always spinning

#

or field behavior (moving field when moving mino, doing spins or something) becomes exaggerated?

indigo ferry
#

Osk would need to sponsor me a vomit bag

hidden dune
#

vertically flipped and 180 rotated boards have been featured twice in the SSL custom games and tbh they feel more like a novelty thing than something on par with the other april fools modes we've had

stark latch
#

(This is idea based on Flashlight mod of osu! game)
Card: The Star

Mod: Illuminate
May the light guides you through darkness...
Mechanics: The board will be covered in darkness, and there is only a small, illuminated area around the piece. You can still see hold pieces and next 5 pieces like usual. The illuminated area will shrink down as floor advances, but you can increase the illuminated area by clearing lines (max cap is the initial area you start at floor 1). Garbage line is still visible

Reversed Mod: Fake Star
Description: Only Yami is eternal.
Mechanics:

  • Start with a very small, illuminated area around the pieces.
  • You can only increase the illuminated area based on B2B combo (Max cap will be decided later)
  • If a chain combo is made, but the clearing is not B2B, shrink the area down
  • The entire whole playfield is covered in darkness, except area around the pieces, and area around the mouse (You might use that to find out next 5 pieces, though, it will be tricky if you don't have B2B)
  • Garbage line is also covered in darkness
merry spoke
#

reversed one seems kinda unfair

#

mabye this: reverse the visibility; the better you are the less you see

#

meaning that the piece radius will be black

#

(maybe expcept for the piece itself with a slight outline)

#

the higher the floor/the more time passes more "black particles" grow on your board getting bigger too

#

though this may be easier for some people

#

and this feels very much like invis

stark latch
stark latch
#

But blocks are hidden in darkness, meaning that you can still see blocks if you navigate the current block to see the surroundings

hidden dune
#

reminds me of this

#

(invis rework that makes it more accessible while keeping the essence of the mod's challenge for higher level plays by making the invisibility / light weakness scale with performance)

stark latch
#

For Fake Star, I want to make that + osu! Flashlight mod mechanics

abstract garnet
#

is this interesting enough?

#

not really like Swamp water

vernal spade
# abstract garnet

How many mods does it give at a time? Is always 2, is it random or does it scale by floor?

abstract garnet
vernal spade
abstract garnet
#

I forgot to edit that mb.

merry spoke
#

but it may seem too random i think

#

maybe too random to actually play it/have fun with

abstract garnet
#

That is why i named it randomizer

merry spoke
#

(swamp water + lite edition are more like a challenge -> therefore kinda "fun")

#

your idea is supposed to be playable i guess so it might be frustrating instead

abstract garnet
#

It is playable. Hope this one came 🙁

merry spoke
#

yes it is, i just think that the randomness may bring in too much frustration

abstract garnet
#

its quite a little bit challenging and difficult

#

but its like a dice

vernal spade
#

It doesn't seem challenging but it could be cool to have to adapt to different things during the run

#

Though it's too random to be competitive

tiny lake
#

THE EXCAVATION (DESCENT)

NORMAL

Underneath all of this is something worth looking.

You will passively descend instead of climbing. Sending lines will stop this effect for a while. For each floor, the descending rate will increase, making you descend faster. It is possible to move down between floors.

At floor 1, descending will stop for 3s after sending an attack (this is not reset when you send lines during this time), and it will decrease per floor, with the minimum being 0.8s at floor 10. Descending rate is 2m/s at floor 1 and increases gradually until floor 10, where it is 10m/s.

REVERSED - DEEPEST DEPTHS

Venture all the way down to uncharted depths beyond recognition.

Descending rate will gradually increase when no attacks are sent (up to a maximum of 20m/s) and this will occur faster on higher floors. Singles and Doubles do not send any lines or increase climb speed.

subtle totem
#

I love tyrant

lusty reef
tiny lake
#

The normal one does not have all the other effects of mod_tyrant

#

Same goes for the reversed one

void lotus
lusty reef
#

no but like the entire point of tyrant was the descension gimmick so i think theres basically a massive overlap between these two modes

#

additionally the "sending attack stops you from descending temporarily" part isnt all that different from tyrant imo
It takes time for the altitude to be gained after sending attack normally anyways so tyrant seems like it has something similar to a short pause before dragging you down again

abstract garnet
#

Actually the image that i showed. That is just the example

#

Only

abstract garnet
#

There is 1-8 mod

#

I thought you were talking about the rules. Not the image

indigo ferry
#

The Chariot

"APM" check mod
The "APM check" will record the amount of attacks you made every minute.
A countdown will appear on the board after the first minute to indicate how many attacks you have to make in the current minute. Failing the "APM" check (fewer total attacks made than in the previous minute) will be instant death.
"APM" check will update if your current "APM" is higher than it.
Special rule for surge:
Surge attacks will not count towards the "APM" check requirement update but surge attacks can be used to fulfill the "APM" check.

Basically score same amount or more attacks every minute.
-# this "APM" is not the apm meter

stark latch
#

Shatter - Judgement

A shattered heart. Lonely journey of ascension.

Mechanics:

  • All 7-bag randomizer will have certain tetrominoes:
  • piece_l , piece_j , piece_t , piece_i are still same
  • piece_o reduced to 2-block tetromino that has "/" shape
  • piece_s, piece_z are cut into only 3-block "L-shaped/J-shaped" tetromino
  • Board will now have 9 column instead of 10
  • All-spins are still possible
  • Receive backfire damage equal to line sent, however, surge will never deal backfire damage once it pops. If you clear Quad and All-Spin while cancelling your pending garbage, or clear those when the cleared lines are garbage line, you don't receive backfire damage

Effect:

5:00 "Your loneliness grows"
+30% garbage received

6:00 "Your family is your enemy"
+4 permanent lines

7:00 "Old memories linger your thought"
Garbage now has 3 holes

8:00 "The faith darkens, love is fake..."
Garbage is messier

9:00 "Struggling to draw a smile"
Pieces now have -1 block (min 1 block/piece)

10:00 "End of sorrow."
+8 permanent lines

Fake Heaven - Reversed Judgement

Solitude. Yami. And a False God.

Mechanics:

  • All 7-bag randomizer will have certain tetrominoes:
  • piece_l , piece_j , piece_t , piece_i are still same
  • piece_o reduced to 2-block tetromino that has "/" shape
  • piece_s, piece_z are cut into only 3-block "L-shaped/J-shaped" tetromino
  • Board will now have 6 column instead of 10, 16 rows instead of 20
  • Garbage messiness will be scaled more extreme by floor
  • Receive damage backfire equal to line sent*2, however, surge will never deal backfire damage once it pops. If you clear Quad and All-Spin while cancelling your pending garbage, or clear those when the cleared lines are garbage line, receive backfire damage by line sent/4, rounded up

Effect:

5:30 "You distrust people more"
+35% garbage received

6:30 "You still hope kindness will repay"
Garbage is much more cleaner

7:30 "The loneliness speaks louder"

  • 2 permanent lines

8:30 "The ascension finalizes"
Slow down the gravity by half

9:30 "It was all fake, and you are false god..."
+4 permanent lines, triple the gravity speed, garbage is becoming more messy

10:00 "Sad End of the World."
+4 permanent lines

wraith flower
#

this kinda just feels like mutation again

stark latch
#

It looks like Mutation, but it has no garbage receive limit

wraith flower
#

theres an absolute cap on mutation?

stark latch
#

Correct

#

I tested to see how much I receive at max,and I can only receive, maybe around 8-10

#

Any others and it is auto-cancelled, with the sound of kicking plastic can

wraith flower
#

d-d-d-damn son

stark latch
#

Also

#

The Mutation one is different, pieces will eventually grow more than 4 blocks. But Shatter and Fake Heaven, all use same 7-bag randomizer, and all the bag sequences have exact pieces like that

wraith flower
#

what?

finite gorge
#

So L,J,T,I,/,cut j &cut l?
All clear spammable with reverse :D

stark latch
#

I have an idea

#

You will also be backfired with your own damage, at a damage of line sent/2

finite gorge
#

I should not have said anything

#

lol

#

Also still potentially all clear spammable

stark latch
#

There we go

stark latch
stark latch
#

Even with 1x Backfire rate?

finite gorge
#

In under 10 min

stark latch
#

Wtf

finite gorge
#

If you go too aggressive at the start, you'll top urself out

#

So you have to go slowly

stark latch
#

Ye, intended as it is

finite gorge
#

Also surge just kills u

#

lol

#

50 surge =death

stark latch
#

Oh fuck, I forgor surge too, hmmm

#

Ah

#

Surge won't backfire you if it pops

finite gorge
#

Then f10 is possible in under 10 min I suppose

stark latch
#

That will prevent from being death for no reason

finite gorge
#

And I don't mean the perm garbage kills u

#

How would u cancel 3 lines of garbage when ur about to get killed by ur own quad and then non clear

stark latch
#

Oh then, I forgor the cancel garbage

finite gorge
#

U did specifically say sent and not cancelled

#

I meant like putting a quad but one garbage line was sent back to u and u die in 2 non clears

stark latch
#

If you clear Quad and All-Spin while cancelling your pending garbage, or clear those when the cleared lines are garbage lines, you don't receive backfire damage, that's for normal one

#

For the reversed, receive backfire damage/4, rounded down

#

I wanna implement the idea of self-damage

#

Thanks for idea too

finite gorge
#

Implementation time: 10 years

wraith flower
#

a backfire mod would be cool

wet moss
stark latch
wet moss
stark latch
#

Thinking about that, shouldn't the backfire rate be 1x for normal and 2x for the reversed?

finite gorge
#

Backfire being 2x makes it physically impossible to reach f10 because 3 separate quads all tanking garbage is already enough to kill you and t spins are more devastating

#

It just became a full cancel mode

#

Making it 0.5x non reverse and 1x reverse is already balanced imo

#

You can still progress with <1x backfire but anything equal or above is full stalling, singles no combo, and canceling

#

Even with the additional help

#

1x is already punishing enough but making it more is making it more likely for u to die

#

1 TST= 12 lines
14 if b2b
16+ if b2b+(3+ combo)

#

Ok I read it wrong

#

Nope I didn't read it wrong

#

But I realised my calculations were incorrect

#

:|

#

Having the backfire like that is actually somewhat beneficial since you can clear it constantly, giving you one line for each quad/tsd thus repeating the cycle though it is difficult

#

Just hope it appears on an open lane

stark latch
#

Mmmm

vernal spade
#

Is having a mod be this complicated a good idea?

winter saddle
#

simplicity is best in tetrio

#

particularly in stuff like this

#

case and point: damnation has a lot under the covers

vernal spade
#

Not really. Almost every mechanic in damnation is very clear from the start

winter saddle
#

do you know the exact buff of blighted? no

vernal spade
#

Well I do but I read QP2 rule doc

#

But someone could see that with damage numbers

#

At least kinda

winter saddle
#

garbage protection on reverse mods? you know how that works and which mods have it?

vernal spade
#

Yea that one is very hidden but iirc it reduces targeting factor for each garbage line on the board (up to 5) in damnation, loaded dice and warlock

#

The attack received multiplier on tyrant is also hidden

wraith flower
#

you want simplicity?

i got you

garbage backfires x0.5 on you if you arent canceling garbage

#

all done

wraith flower
#

h

stark latch
#

The phrase "Sad End of the World" is a reversed pun of "Happy End of the World", an artcore music that's composed by xi

#

"End of Sorrow". The sorrow thing is acutally... I got inspired by The Black Silence Roland (Library of Ruina)

#

And "It was all fake, and you are false god...", the idea actually came from the track False God itself, composed by Dr Ocelot

abstract garnet
# abstract garnet

Should i expand this information mod here. Cause i have alot of idea to explain about this mode “Randomizer”

#

I’m planning to make a new mod related to beep test

abstract garnet
# abstract garnet

Hello guys, this is the reversed "Randomizer" mod. i'm going to give the example image. mabye soon.
cause this week and next 2 month, i think i'm going to be so busy for doing IGCSE Exam. if you have anyquestion. you may chat me in private chat. YOU MAY REQUEST ME TO CHANGE SOMETHING OR ADD SOMETHING

MOD NAME: HAPHAZARD : “What you can see is raining chaos and dice.”

(Not clear information? Chat me in my discord private chat)

#

it is not always mod_freefall

one of the mod could be
mod_asceticism mod_loadeddice mod_freefall mod_laststand mod_damnation mod_exile mod_warlock

Unfortunately, Expert mod won't be available at this time

tiny lake
abstract garnet
#

Due to the 1 billion game played

stark latch
abstract garnet
#

I like your idea tho

stark latch
#

Same to ya :D

merry spoke
#

15 sec apperar kinda short

#

you could stall during this time period

#

but making it too long means that a few lucky mods might be already WR, like all spin + vola (for example)

abstract garnet
#

20 seconds could be possible right?

finite gorge
# abstract garnet Hello guys, this is the reversed "Randomizer" mod. i'm going to give the example...

Just a few questions, suggestions, and assumptions. how exactly is it going to be displayed on the board without it feeling cluttered? What would be the background if it is that mod? Do you mean 1 next queue is visible? I think that a bar can be substituted for numbers to give a quick and easy read on it. I assume that the board does not shrink from mod_laststand and gravity gradually increase over the span of 1-2 secs in mod_freefall to avoid insta dying from pieces being piled.
How does mod_damnation even work with the blight mechanic?

abstract garnet
#

wait. let me give you more information for this mod. mod_freefall mod_damnation mod_laststand mod_warlock.. and more

abstract garnet
#

THE HAPHAZARD mod

ASCETICISM: The hold and the next queuing is disable. it only shows the grey
block(similar like after you already hold the block). (when this is disabled. it will show again. but the new block (next 2-5 row will be randomised, except the hold). except the hold. even you keep the block) 🟡🟢

LOADED DICE: its the same thing as the normal reversed mode (when this disable, you can clear the block without delayed) 🟡

FREEFALL: its the same thing as the normal reverse mode (when this disable. the speed of the block fall will slow down and back to normal) 🔴

LAST STAND: The board will not shrink. but the Garbage that you receive will multiply by 3 (when this disable, nothing multiplies) 🟡🟢

DAMNATION: Too bad. The garbage line will have too many holes. but the opponent gives you spike will divided by 2. there is no "Blighted". all spins are allowed (when this is disabled, it will back to normal) 🔴🟢

EXILE: its the same thing as the normal reverse mode (when this disable. the block will be visible again)🔴

WARLOCK: Still need to be careful; this is the same thing like the normal reversed mod. HOWEVER, clear a single, double, triple, or quad is no longer a "void" (when this disable, you are safe 🔴🟢

🔴 = ONLY 1 Reversed mod is active
🟡= CAN BE COMBINED WITH THE OTHER MOD (except the reverse mod)
🟢 = the rules of the mod are change/new

TIPS: REVERSED MOD ONLY APPEARED RANDOM. THERE IS NO MORE THAN 1 REVERSE MOD ACTIVE.

#

Unfortunately. Expert mode in "haphazard" are not avaliable at that time

abstract garnet
#

Don’t mind for the example image

stark latch
#

Divine - The Sun

You are lonely in this journey. But your target is clear. Defeat the Corruption and Ascend.

Mechanics:

  • Every floor is now tied to a mod. Replaces previous mod with new floor when the floor changes. (F1: None, F2: mod_nohold , F3: mod_messy , F4: mod_gravity , F5: mod_volatile , F6: mod_doublehole , F7: mod_invisible , F8: mod_allspin , F9: mod_expert , F10: icon_swampwater )

Effect:

8:00 - THE LONELINESS BECOMES CLEAR…
+2 permanent lines

9:00 - YOUR HANDS GROW WEAK…
Receive 40% more garbage

10:00 - THE JOY CAN'T BE FELT ANY LONGER…
+3 permanent lines

11:00 - YOU FEEL DECEIVED BY THE GODS…
Garbage becomes messier (+30% messiness)

12:00 - THIS IS THE END.
+5 permanent lines

Ambrosia Lite - Reversed The Sun

Yami. Heresy. And a Corrupted God.
"An extreme challenging journey, for those who dare..."

Mechanics:

  • Every floor is now tied to a mod. Replaces previous mod with new floor when the floor changes. (F1: None, F2: mod_asceticism , F3: mod_loadeddice , F4: mod_freefall , F5: mod_laststand , F6: mod_damnation , F7: mod_exile , F8: mod_warlock , F9: mod_tyrant , F10: Ambrosia - All the reversed mod )
  • Cancelling sickness is much more unforgiving.
  • For this mod, mod_laststand does not affect the height of the board, but receive 4x (???) garbage and cancel 2x (???) garbage instead. For this mod, modify how mod_loadeddice works: Starting at F3 and F10, if there are 3+ garbage lines, the top 3 lines will be converted into 2 "dice" squares) (Suggested by Raphael)

Effect:

6:00: YOUR DISTRUST TOWARDS PEOPLE GROWS STRONGER…
Receive 25% more garbage

7:00: YOU START LOSING FAITH TO THE GODS…
Garbage becomes much messier (50% messiness)

8:00: IT BECOMES CLEARER…
+4 permanent garbage

9:00: YOU COMMIT HERESY AGAINST YOUR OWN WILL…
Targeting rate increased (+40%)

10:00: THEY HAVE BEEN SLAIN.
Gravity increased

11:00: YOU ARE A FALSE GOD.
You can no longer place pieces above the board

12:00: THE SAD END OF AN ERA.
+12 permanent lines

(Effect suggested by @ mattmayuga)

stark latch
#

This is Ambrosia you all asked for tf

finite gorge
#

Just the none tarot with this then tarot for the other one

stark latch
#

Swamp - The World

The worst of all worlds. But you insisted on it.

Mechanics:

  • All mods (mod_nohold mod_messy mod_gravity mod_volatile mod_doublehole mod_invisible mod_allspin mod_expert) will appear all at once, at the same time

Effect:

7:00 - "It is night time. Your vision is blurring."
Tetrominoes except garbare are now shown briefly every 8 seconds instead of 5

8:00 - "You fell into the sludge pond."
+25% received garbage

9:00 - "You are sinking, and something scratches your body."
+1 more wound lines every same clear or Spin twice in a row is performed

10:00 - "You need some help."
Garbage is way messier (+20% messiness)

11:00 - "You are sinking faster."
Gravity increases by 30%

12:00 - "Suffocated by the sludge."
+5 permanent lines

Ambrosia - Reversed The World

Praise the Yami. Become the heretic with us.
"We've never been so cooked, ever." - garbo

Mechanics:

  • Every reversed mods (mod_asceticism mod_loadeddice mod_freefall mod_laststand mod_damnation mod_exile mod_warlock mod_tyrant ) will appear all at once.
  • Cancelling sickness is heavily unforgiving
  • B2B, All spins are still available to be built

Effect:

6:00 - "The journey is stagnating..."
Garbage is messier (+50% messiness)

7:00 - "You start to question your effort."
+30% received garbage

8:00 - "The battle is more intense."
+3 permanent lines

9:00 - "God is going all out"
+4 permanent lines

10:00 - "With all luck, God is dead"
+40% Chance of being targeted

11:00 - "Everyone sees you as villain."
+30% received garbage more

12:00 - "Only Yami is eternal."
+7 permanent lines

stark latch
abstract garnet
stark latch
#

B-But it's barely playable for like, 50m, right??

abstract garnet
#

I’m kinda scared to reach floor 10 😭😭

stark latch
#

Ah xd

abstract garnet
#

Its going to be very hard

#

But good idea tho

stark latch
#

Thanks! Mg_happy

vernal spade
#

F10 all reversed is impossible due to mod_damnation mod_loadeddice mod_tyrantmod_asceticism

vernal spade
stark latch
stark latch
vernal spade
stark latch
#

Hmmmm

#

I see Mg_hmm

abstract garnet
#

Its a swamp ocean now 😭

merry spoke
#

maybe if garbage is there already turn the garbage into those 6 squares

#

(or only one row square)

stark latch
#

Alright, I removed the "messier" thing. For the term "Does not add 6 square, I don't want the case that add several lines that shape 6 squares upon entering F3. The maximum that I can do for this is, if there are 3+ garbage line, the top 3 lines will be converted into this shape

finite gorge
# vernal spade F10 all reversed is impossible due to <:mod_damnation:1330421422849261608> <:mod...

It is not possible to get to floor 10 with it but say only one of each mechanic (and an addition to its 1 non reverse mod mechanic if possible) is used e.g
mod_asceticism you can only see one next and no hold
mod_loadeddice clear delay (0.5s) and messier garbage
mod_freefall lock delay (reduced by 1 frame from base each floor) reduced and increased gravity
mod_laststand increased garbage received (2.5x at most) but not increase the canceling rate
mod_damnation blight and 2 holes (always have 2 garbage lines
mod_exile just full invis
mod_warlock one repeat of clear is instant death but attack is increased (void not included with non spins) (warlock buffs apply)
mod_tyrant likely just expert with reduced altitude gain from kills(Cus it's too hard with losing altitude)
It should be possible to get to floor 4 or 5 with enough luck
(Targeting likelihood is decreased by at least 2x)

#

Can substitute see 1 next with full random or increase see 1 next

#

No b2b is not affected negatively
Some debuffs from reverse cards are purposely lightened to give players an actual chance

#

(6+2)*1.75+1+1=16 potential dmg from 1 spin triple applied with b2b buff, blight, and clearing garbage

abstract garnet
finite gorge
hidden dune
#

every now and then someone just reinvents ambrosia and i don't understand why people want it so badly

#

like i get that the idea is cool and i did make my own spin on it (that's isolated from the main game) but i don't think most of these are fun to play

#

-# for context, my take on the ambrosia modset is a separate gamemode that triggers (and is unlocked to be played separately) when dying at F10 with a reversed mod for the first time #1372258930536747169 message

#

mods do not appear randomly and instead appears in a specific order in increasing magnitudes and the player has infinite lives but a set time limit

vernal spade
#

Yeah, full ambrosia is just literally unplayable

#

I even think that F2 can't be reached by humans with ambrosia

white hornet
#

i dont think it can even be reached by TAS to begin with

white hornet
vernal spade
#

That depends on the spin system, is it All-spin, is it T-spin, is it mini only or is it sth different

white hornet
#

most reverse mods arent compatible with each other cuz theyre more of a boss version of an existing mod

#

literally the only way i can think of making it just barely playable is nerfing these a lot and resolving conflicts

vernal spade
#

Yeah, if you have everything then you start with a 14 high board, with 12 rows taken by garbage and 13 lines of garbage in the queue

white hornet
#

so yea
aint working

bold grove
sturdy drum
#

i dunno why but i kinda want kaliente mode (april fools 2023 event) to return as a playable modifer in qp but idk how to balance it with qp

#

give it the justice card or something

sturdy drum
waxen oriole
#

But how would the reverse work?

sturdy drum
#

im still trying to figure out how to balance kaliente for qp

#

one idea i had for justice is that b2b surges can also be used to heal HPs but doesn't increase altitude like zenith clickers b2b

waxen oriole
#

Also I had modifier ideas that could be mapped to a tarot card
Backfire Garbage:

  • Sending uncancelled garbage lines are also sent to you
  • Targeting factor is halved
    Cascade:
  • Clearing lines causes pieces to fall into holes
  • Slight line clear delay occurs
  • Cascades send half the garbage to a combo, can also break b2b unless the cascade is a quad or better
    Death Block:
  • 1 in 7 of the pieces spawned in the queue is enlargened
    Transform Piece:
  • The player's active piece may become another piece at random
  • The transforming piece is indicated as a rainbow
sturdy drum
#

idk if this is gonna be fun or not so

#

Justice (Kaliente Mode):

  • You are given a set amount of HPs (preferably 750HP like in the April Fools Event). If it reaches 0, it's game over. You take damage by tanking garbage or topping out. When you are topped out, the whole board is cleared instead of leaving residue.
  • You are given 2 garbage hole indicators like in Last Stand, and you can parry attacks by clearing a garbage line with any part of your piece in the indicated column.
  • Parry chaining works by parrying multiple attacks in a row instead of parrying 1 singular attack multiple times.
  • B2B surges can be used to heal, but you won't gain any altitude. If your HP is maxed out but you still have leftover surge, they'll be converted into attacks instead. Surge heals are worth 5 HP per attack. (For example: A 15 surge would heal 75 HP, and a 50 surge would heal 250 HP)

Unfairness/Injustice (Reverse Kaliente Mode):

  • Garbage enters instantly. (like in Expert)
  • Only one garbage hole indicator, parry chaining is disabled.
  • All-spin is nerfed: Mini-spins keep B2B, but doesn't contribute to the surge. (For example: A Quad would add 1 attack to your surge, but a Mini-S Spin or Mini-T spin doesn't contribute to the surge.). This makes Quads and T-spins more reliable to send and build B2B like in S1.
  • You'll get 10 lines of garbage residue similar to Damnation (each garbage line has 6-7 holes) after you're topped out.
  • Surge only heals 1 HP per attack. (For example: A 50 surge only recovers 50 HP instead of 250 like in normal Justice). Leftovers surge after your HP is maxed out will not be converted into attacks.
#

this is either one of the peakest modes or the worst thing to play in the world lmao

#

well that is if people actually know what im talking about

#

mod icon for justice can be a fist like this or something

fair seal
indigo ferry
#

Judgement

Every 30 seconds, the prompt "You shall not have [x] piece!" will appear on the board (x can be any of the 7 pieces and is randomised).
Any [x] pieces in NEXT and HOLD will be replaced by any of the other 6 pieces.

Reversed Judgement

Prompt becomes "You shall not have [x] and [y] pieces.

zealous stump
# tiny lake

the reverse b2b multiplier mechanic seems really interesting given that spins would break b2b

stark latch
#

Cracked Heart - Judgement

Thrown into cruel world, with all trust withered, suffered from damaged heart, and lots of trauma, how will you survive in this world, that you will find happiness in the end...?

Mechanics:

  • Start with the board, 10 rows of scar lines. Those spawn in different columns, from 1-10
  • Initially, every spin will add 1 more wound lines.
  • To clear the scar lines, one must sacrifice 20 block of tetrominoes by filling it into the "scar" holes, and let it eat all.
  • Start with 80% messiness
  • Clearing those scars line does not contribute to climb height
  • Even if you clear all tetrominoes, you cannot get a PC if scar lines are there
  • You will only award a PC if no scar lines are there, and no tetrominoes are in the board

Effect:

1:00 - "There are happiness that I wish to have..."
T-Spins and Mini will not cause any more wound lines

2:00 - "Maybe... I can join in with them...?"
All Spin does not cause any wound line

3:00 - "It is really fun, I just wish I can keep enjoying my life with buddies..."
Garbage is now cleaner (-70% messiness)

8:00 - "The family ruined it all."
Gravity heavily increases. Garbage received +25%.

9:00 - Loneliness sparks again.
+3 permanent lines

10:00 - "I wish I didn't exist"
Garbage received +25% more. Clearing Quad will spawn 2 Wound Lines

11:00 - "I have nothing to lose."
+40% more chance of being targeted. B2B Surge attack power is cut by 33%

12:00 - The end of journey.
+7 permanent lines

??? - Reversed Judgement

???

Mechanics:

???

Effect:

???

stark latch
#

Although, it is highly discouraged

#

The above mod, with mod_expert mod_allspin will give a hidden combo: "The Sorrow Artist"

rustic heron
sturdy drum
stark latch
sturdy drum
#

I understand reverse mods yeah but normal mods dont need this special treatment

vernal spade
#

who cares if spins are penalized if you can build surge with PCs

#

unless I understand those wrong

zealous stump
#

at least the way i see it normal qp2 mods almost immediately explain how they work from just the title alone

stark latch
# vernal spade who cares if spins are penalized if you can build surge with PCs

You can't PC spam, unless you have very fast DAS and you have like 5+ pps. You will likely end up with a lot of scar holes in different column initially that you must feed 200 tetrominoes to clear them. And here's the thing: You really, very don't want to waste time feeding those scars when you can just build surge with Quad. And I forgot to add:

  • Clearing those scars line does not contribute to climb height
  • Even if you clear all tetrominoes, you cannot get a PC if scar lines are there
stark latch
stark latch
# zealous stump whats the gimmick here?
  1. You have to feed tetrominoes to clear scar lines
  2. At the start of the game, you must never ever do anything rather than building the Quad setup until 1 - 2 mins have passed
stark latch
stark latch
stark latch
wheat star
#

What cards are missing again?

#

Bet that The moon will be the last one

abstract garnet
#

I wish i want to make my own tarot cards:3

sturdy drum
#

you already did MINUS3

void lotus
#

what the fuck is minus three

sturdy drum
#

it is exactly what it is

#

3-

stark latch
#

I want... More... Idea...

hidden dune
hidden dune
stark latch
stark latch
# hidden dune honestly i feel like this is better off with only having scar lines as its only ...

U are a pecking genius C_rry

Scars - The Hanged Man

If only this life were less cruel...

Mechanics:

  • Scar Lines will spawn as follows:
  • Floor X -> X/2 Scar Lines
  • Every minute passed will spawn 1 scar line
  • You can still cancel the scar lines as normal garbage, but garbage is prioritized first
  • To clear the scar lines, one must sacrifice 4 block of tetrominoes by filling it into the "scar" holes, and let it eat all.
  • Clearing those scars line can contribute to climb height
  • Even if you clear all tetrominoes, you cannot get a PC if scar lines are there
  • You will only award a PC if no scar lines are there, and no tetrominoes are in the board

Effect:

Same as normal mods

Cracked Heart - Reversed The Hanged Man (Nerfed Ver.)

Thrown into cruel world, with all trust withered, suffered from damaged heart, and lots of trauma, how will you survive in this world, that you will find happiness in the end...?

Mechanics:

  • Start with the board, 10 rows of scar lines. Those spawn in different columns, from 1-10
  • Initially, every spin will add 1 more scar lines.
  • To clear the scar lines, one must sacrifice 8 block of tetrominoes by filling it into the "scar" holes, and let it eat all.
  • Start with 80% messiness
  • Clearing those scars line does not contribute to climb height
  • Even if you clear all tetrominoes, you cannot get a PC if scar lines are there
  • You will only award a PC if no scar lines are there, and no tetrominoes are in the board

Effect:

1:00 - You find some happiness you wanted to have…
Buff: T-Spins and Mini no longer cause any more scar lines

1:30 - "Maybe... I can join in with them...?"
Buff: All Spins no longer cause any scar line

2:00 - You wish you could keep enjoying it with your friends…
Buff: Garbage becomes much cleaner (-80% messiness)

8:00 - …But everything was ruined by the family.
Receive 25% more garbage; gravity increased greatly

9:00 - Loneliness sparks again...
+3 permanent lines

10:00 - You feel like your existence wasn't worth it…
Receive 25% more garbage; +2 wounds per Quad (Not scar)

11:00 - You become one of those with nothing to lose…
Targeting rate increased (+40%); -33% Surge attack power

12:00 - Your journey comes to an end.
+7 permanent lines

(Fatigue titles are from mattmayuga's idea)

#

Scar + mod_expert + mod_allspin => The Suffering Artist
Scar + mod_volatile + mod_allspin => The Strongest Artist

abstract garnet
sturdy drum
#

does

#

he know

stark latch
#

Finally

stark latch
#

Sacrificial Offering now has a use

sturdy drum
#

how many mods (in this event) can be turned into actual qp modifers

#

we know that some mods in here basically work like fools 2 with the different pieces and stuff

#

tho i-sanity definitely doesn't work as a qp mod lmao

abstract garnet
sturdy drum
stark latch
hidden dune
sturdy drum
#

WOah

waxen oriole
waxen oriole
stark latch
polar elkBOT
#

mergeout #1500846038154608700 (0 messages) was moved here.

waxen oriole
#

Double Hold

sturdy drum
#

double hold lets you hold 2 pieces 🧠

stark latch
#

Okay so

stark latch
#

Based on the suggestion from you all

#

Shatter -> Judgement
Scar -> Hanged Man

rare vine
#

but it is just qp senanegens (how do you spell that?), just putting here for fun

void lotus
#

shenanigans

wispy isle
#

Idk what name but:
you can’t see your que/bag but you can see the next one (can see it changing when garbage sickness goes up or down)

hidden dune
#

yeah that just sounds like mod_asceticism reverse no hold

#

minus the no hold

rotund rampart
#

tarot card suggestion:
Pacifist
-deals no damage
-will recieve 50% less damage
-garbage gets 10% messier each floor (starting from 0%)
reverse:
-recieves normal damage and normal garbage placement and deals 75% of normal damage but cancels normally
-only targets one person until they are dead
-KOs increase height way more
-can only increase height by KOs

jovial nimbus
hidden dune
#

6+2 is kind of asceticism garbage (though it kind of works on a different garbage system), i crossed it out because the 6-wide makes it so free

winter yacht
# rotund rampart tarot card suggestion: Pacifist -deals no damage -will recieve 50% less damage -...

1 how the hell do you climb if you cant send lines
2 Mods arent supposed to make the game easier
3 mod_messy

assuming you can still get CS and your not stuck on floor 1 this just turns into playing mod_messy but with all of the fatigues applied as even with max climb speed it will take you ages to reach f10

Also Reverse has arguably worse design since qp2 is designed around automatically balancing garbage distribution to make it fun for all skill levels (f6 sends you more garbage then f2 for example) So imagine someone who is lets say B+ in this case is randomly targeted by someone who is lets say U rank, in the process they are subjected to 100~ APM because they got unlucky ontop of whatever garbage they get from being at the normal floor. And to add insult to injury because they arent using the mod, they are unable to reliably send garbage to the person who is targeting them. At best reverse turns into randomly ending a bunch of ppls games and hoping you dont get matched with someone who is better then you and can handle the random APM spike, more or less softlocking your run. I wouldnt even classify reverse as a harder version of the original mod

vernal spade
winter yacht
#

Because skill to APM is exponential

rotund rampart
#

what about this

pacifist:

cannot send lines to other people(so cannot kill) but can gain more height and more climb speed from sending the lines

the range of people that can target you is multiplied by 1.5x

reverse:
masochist (double it and give it to the same person)(3)

-the range of people that can target you is doubled

-every line of garbage that isnt cancelled will send you down a bit and harm your climb speed(1)

-each 100 garbage taken, a 5 second countdown happens for you to prepare, because in the 5 seconds, only the biggest attack in your range(non surge) will be sent to you(no garbage cap) but it will deal 5x more damage (capped at floor x5 damage and that piece of garbage wont count to the next 100)
in the countdown you can build up reverse garbage which will cancel the incoming hit(including surge) also you cant climb in the countdown

(1)alternate: every garbage you receive, it is a scar garbage(?)(2)

(2)alternate: every garbage you receive, it is a permanent line that you can't recover from, then the 100 garbage taken wont exist and fatigue is disabled

(3)alternate: trash collector(this is so garbage)

void lotus
#

a modifier that mangles the garbage economy might not be wise if I had to guess

rotund rampart
#

thats what i thought as well but garbage wont be as split up

#

like it could be 2x damage but it allows for more quads

void lotus
#

...but they aren't sending lines.

#

that's what garbage economy means

#

people contributing to receiving and sending lines

rotund rampart
#

prob

maiden ice
stark latch
maiden ice
#

I mean this