[X] I am certain this is a feature request, not a bug.
[X] I've thought this feature through properly.
Is your feature request related to a problem? Please describe.
currently, there are no options to reduce the difficulty of a Zenith run.
Low level players normally top out before the 3rd or 4th floor, and therefore never get a chance to experience the sights and music of most of the tower while playing.
Additionally, sometimes I would like to do a Zenith run more casually, without ending up as overwhelmed by garbage or other mishaps.
Describe the solution you'd like
My idea is to add a set of positive mods, to go alongside the existing challenge mods. This will allow lower-level players a bigger chance of reaching higher floors without impacting those who don't use the mods too much.
For balance reasons, you won't be able to earn highscore-type Zenith Tower badges using positive mods, and no positive mod will directly increase your offense.
A way this could be implemented into the UI visually could be having positive mods being negative versions of the Tarot cards used by the challenge mods. Most of the ideas below are inversions of existing challenges.
Here are some possible ideas I've brainstormed:
Zen mode
You send no garbage and receive no garbage. (would-be sent lines still score as normal)
Fatigue is changed to add 2, 3, 5, 5, 5 permanent lines (this forces a top-out at max fatigue).
Zen mode boards are hidden when zen mode is not active, and vice versa.
This mode is meant for those who just want to experience the music and views of the Tower in a stress-free environment.
This mode could be given its own leaderboard, playing like a more endurance focused Blitz.
Jump Start
Start at 50m (floor 2) with speed level 4.
This allows players to jump past the usually awkward floor 1 mess.
Clean Garbage
Garbage is noticeably cleaner (less likely to change column, remains clean for longer).
The first garbage can never roll column 2 or 9.
A more minor effect than some of the other ideas but allows for easier back-to-back stacking and downstacking.
Time Dilation
Gravity is slower at all levels.
Increases the time it takes for garbage to activate.
Speed level decays slower.
Fatigue starts 2 mins later.
This one is a mix of smaller time-related buffs.
Mini Garbage
Halves incoming garbage.
Straightforward, will greatly reduce late game stress. Probably the strongest boost besides zen for lower-level players.
Bomb garbage
Use Bomb garbage instead of standard garbage.
Clears involving Bombs have their garbage capped at 4 lines worth, if the Bombs meant the clear removed more than 4 lines.
Bombs are generally easier to clean than normal garbage, especially in the early game. The attack cap should hopefully ensure no massive spikes occur due to large clean bomb garbage stacks, which would cause unfair KOs
Spatial Shift
Receive garbage as if you were at half your current altitude.
This would allow consistent players to reach around twice as high, if you ignore fatigue.
No-Spin Purity
Clearing garbage lines removes the bottom line of garbage.
However, all spins are disabled.
This is functionally the opposite of the All-spin challenge mod, giving a powerful tool for downstacking at the cost of spins.
Bigger Thrusters
Doubles instant altitude and speed level increase from sent garbage and KOs
Has no direct assistance to actual gameplay but can allow reaching higher floors and higher speed levels, particularly for more slow and steady players.
Describe alternatives you've considered
The only current alternative for low and mid-level players to reach higher floors is to play Duos with a higher-level player. However, this usually results in the lower player being KO'd for most/all the time in the higher floors, forced to sit and watch. Finding a suitable Duo partner is its own challenge, especially for those without Supporter.
Checklist
Is your feature request related to a problem? Please describe.
currently, there are no options to reduce the difficulty of a Zenith run.
Low level players normally top out before the 3rd or 4th floor, and therefore never get a chance to experience the sights and music of most of the tower while playing.
Additionally, sometimes I would like to do a Zenith run more casually, without ending up as overwhelmed by garbage or other mishaps.
Describe the solution you'd like
My idea is to add a set of positive mods, to go alongside the existing challenge mods. This will allow lower-level players a bigger chance of reaching higher floors without impacting those who don't use the mods too much.
For balance reasons, you won't be able to earn highscore-type Zenith Tower badges using positive mods, and no positive mod will directly increase your offense.
A way this could be implemented into the UI visually could be having positive mods being negative versions of the Tarot cards used by the challenge mods. Most of the ideas below are inversions of existing challenges.
Here are some possible ideas I've brainstormed:
Zen mode
Jump Start
Clean Garbage
Time Dilation
Mini Garbage
Bomb garbage
Spatial Shift
No-Spin Purity
Bigger Thrusters
Describe alternatives you've considered
The only current alternative for low and mid-level players to reach higher floors is to play Duos with a higher-level player. However, this usually results in the lower player being KO'd for most/all the time in the higher floors, forced to sit and watch. Finding a suitable Duo partner is its own challenge, especially for those without Supporter.
Additional context
No response