A few days ago someone recommended that we could combine reverse mods, which... went not well, but I propose a new idea; being able to use a single reverse mod along with extra normal mods. Such as... Invisible Freefall (non-garbage visible every 5s with 20G and lowering delay), and Last Stand No Hold (14-high board w/ more garbage and cancel + no holding pieces). Obviously some combinations should be omitted from being chosen due to being near impossible (such as Volatile Garbage Damnation, which would give you 2x garbage and you can't cancel it) to reach any good floor with, but that's about it. You should be able to choose up to three regular mods if a reverse is selected.
#Combine a reverse mod and normal mods.
91 messages · Page 1 of 1 (latest)
this still has similar issues
swamp water and reversed mods are difficult but not blantantly unfair
what about combos like damnation + messier garbage
or all-spin + loaded dice which could provide an advantage
Tyrant + expert = ????
yeah that would be impossible lmao
obvi some combos should be omitted
you say obviously but tailoring an arbitrary list sounds stupid
you can exclude combos arbitrarily but it doesn't solve the problem that these mods aren't meant to be combined
just like how there are some mods in osu! where if you pick one, it says "incompatible with (other mod)"
also you shouldn't be able to combine a reverse mod with its' corresponding normal mod
yeah a 2D grid of possible combinations would defo not be good
And how about magician + reverse magician? It's just reverse magician
(those are the same mod)
anyway
reversed mods are already inaccessible to most of the playerbase
the only real point of adding more difficulty is novelty of "what if you got floor 2 with this"
which would wear off after like a day
so if you select a reverse mod, you can only select no hold, gravity, or invisible as additions (because those don't affect base difficulty)
well the real situation is people would just slap
on most unoptimized reverse mods and immediately tangibly improve by a lot
fixed that 4 seconds before you sent that

ok so either reverse is portrayed as:
→this is a tailored experience—you have no options to change it
or
→here's 3(sometimes two) of the most boring mods. this is clearly a compromised experience
i personally like invisible but yeah the other two are pretty boring
if you keep adding more "final challenges" then beating a "final challenge" doesn't exactly feel final
i mean ok
adding mods to a reversed one isn't that good...
but i think there could be something else
i was thinking a special addition mod that can only be selected with a reverse
that doesn't really fix anything
what i was thinking was
"All negative attributes increased, all positive attributes decreased"
the exact parameter i think for this would be like
20%?
now you just have the "do it on hard mode" problem
20% of what in

so like
nobody cares about the easier mode if a harder mode exists
or 
if you have all-spin for example
the description of all spin on tetriswiki is
In addition to base effects:
Penalties become 20 wound lines.
Every non-Spin line clear counts as a Single.
Start with 10 separate lines of garbage.
Garbage is messier.
so with a mod increasing all negatives by 20% it would be
(hey i wrote that one)
In addition to base effects:
Penalties become 24 wound lines.
Every non-Spin line clear counts as a Single.
Start with 12 separate lines of garbage.
Garbage is messier.
24 wound lines is barely different you still insta-die
① doesn't matter because it's designed to kill you
③ is kind of negligible
so you just have 2 extra lines at the start
not neccessarily really
it's a more linear progression
why do you need linear progression
i think i literally have never visited the normal
leaderboard until a few days ago lol
climbing the tower is the linear progression
who is making a youtube video of
's WR
reach F2 -> reach F5 -> reach F9 -> reach F2 with mod -> reach F5 with mod -> get 30km total with mod, unlocking reverse mod -> playing reverse mod until you get more used to it -> adding the x1.2 modifier -> mastering that
loop that for every mod in the roster (excluding duo)
well to be honest this is no longer #1333579633676783616
let's compare it to adjustable speed in rhythm games
you play a song until you've mastered it
so you play it on 1.1x
then on 1.2x and so on
the difference is that a rhythm game track is a fixed goal
increasing the difficulty affects it by exactly that amount
in tetr.io your runs go for as long as you can survive
by adding a "1.1x" difficulty
it's actually the same difficulty but you just get a lower score at the end
exile would be
Pieces become invisible permanently.
Only the top 2 rows of garbage are visible.
Start with 4 separate lines of garbage.
i mean if you're like most tetrio players (at least that i know)
your goal is not "make number of meter up fast"
it is "reach floor 10"
and almost always specifically floor 10
maybe but that point doesn't work for reversed mods
the majority of people playing them can't get them to floor 10
on normal mode: it's usually floor 10 is the goal
with a mod? floor 7-8 is what i've seen people go for
with a reverse? floor 5
with expert reverse (tyrant)? floor 3
that's what i've seen
didn't you say a majority of the playerbase doesn't even have one reverse mod
all that kind of remains is the real professional professional players who're uploading youtube videos, and for them, yes, the goal is to get as much done as possible as quickly as possible (fatigue is their lifespan)
alright this isn't working
take 3:
maybe a separate mod(s) that you could add that makes time-based debuffs appear X amount of time sooner, happen X% less time between each other, or are X% stronger
that's a little better but now considering top players their run just gets cut short arbitrarily
this one could work well(?) with tyrant bc it adds more debuffs
That someone was me
nah it was someone named patcail\

