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Debated games

Some placements are contested. Rather than quietly changing a number, this site surfaces the pull that reader feedback puts on a game. The pull dictates how far the community wants a particular game to move toward a different rating, and how much agreement is behind it.

Agree or disagree with what you see here? Corrections are welcome on every game. The steadier the pushback on a placement, the more likely it is to be revisited.

How your feedback is used

Every debated game below reads the same way. Here is an annotated Rocket League example.

  1. 1

    You send a correction

    The "Suggest a correction" form on any game proposes where its Micro / Meso / Macro levels should sit.

  2. 2

    Corrections combine into one pull

    Every correction on a game feeds one combined pull. A "pull" is not really a voting system, but rather a "gravitational" effect. A single suggestion is considered to have a faint pull, and it only strengthens as more feedback points the same way. Volume and agreement both count.

  3. 3

    The pull is shown

    The bar keeps its current placement and starts gravitating toward the proposed one. A locked original from Surnex never moves, but a community requested custom game placement is open to revision as the pull builds.

  4. 4

    A change is editorial

    The aggregated feedback informs the call to make a change on the current placement. Your feedback is gathered and summarized. Received pushback on a placement is taken seriously and can lead to a change, though no fixed number of corrections is guaranteed to enforce a change.

Pull example

Rocket League

The Competitor · Micro + Meso + Macro

28% pull
Feedback2 suggestions (83% agree)
Pulling macro lower

Both corrections here want the systems axis at low. The first argues boost is the only thing a match asks you to manage, and also raises the reads for coordinating with a teammate and guessing where the other team will commit; the second leaves the reads alone. The placement counts rotations and boost economy as a real systems layer, and keeps the reads lower because both teams can see the whole field the whole time.

Under discussion

28 games
Rocket League

The Competitor · Micro + Meso + Macro

28% pull
Feedback2 suggestions (83% agree)
Pulling macro lower

Both corrections here want the systems axis at low. The first argues boost is the only thing a match asks you to manage, and also raises the reads for coordinating with a teammate and guessing where the other team will commit; the second leaves the reads alone. The placement counts rotations and boost economy as a real systems layer, and keeps the reads lower because both teams can see the whole field the whole time.

Minesweeper

The Tactician · Meso + Macro

22% pull
Feedback2 suggestions (67% agree)
Pulling micro higher

The optimization side of this was acted on: solving the board is now weighed as planning rather than as reading hidden information, after a correction pointed out there is no opponent and compared it to sudoku. What stays open is the claim that speed and efficiency play amount to an execution layer, which the placement holds is pattern recognition arriving faster rather than finer control of the mouse.

Brawl Stars

The Competitor · Micro + Meso + Macro

22% pull
Feedback2 suggestions (67% agree)
Pulling macro higher

Draft and rotations argued as decisive at a high level of play, which would put the planning layer level with the aiming and the bush reads rather than under them. One of the two corrections also weighs those first two layers slightly lower.

Diablo IV

The Competitor · Micro + Meso + Macro

22% pull
Feedback2 suggestions (67% agree)
Pulling meso lower

The reads layer draws two corrections down to low. One argues it only shows up in PvP, which few players touch. The other judges the game by its early levels and would lower execution and planning a notch as well.

Five Nights at Freddy's

The Mind Gamer · Pure Meso

22% pull
Feedback2 suggestions (67% agree)
Pulling micro higher, macro higher

Two corrections asking for execution and planning layers alongside the reads, one of them arguing that night cycles get routed and that execution carries real weight at a high level. The placement holds door timing to be reaction rather than fine control, and power rationing to be triage inside the night, with no optimization layer standing outside it.

Sudoku

The Strategist · Pure Macro

22% pull
Feedback2 suggestions (67% agree)
Pulling meso higher

Two corrections push the reads axis up, arguing that a partly filled board is information you work out as you go rather than a plan you bring in. They split on how far, and the milder of the two concedes what the placement rests on: the board is fixed from the start and has one answer, so nothing new arrives to read. The same reasoning is what moved minesweeper's solving onto the planning axis.

Portal

The Strategist · Pure Macro

17% pull
Feedback1 suggestion
Pulling micro higher

A case for a much heavier execution layer, argued from speedrunning, where the run turns on portal placement and carrying momentum through them. The placement reads the game as it is normally played, where a solution guide ends it.

2XKO

The Duelist · Micro + Meso

17% pull
Feedback1 suggestion
Pulling macro higher

A case that modern fighting games lean more on system and matchup knowledge, raising the strategy layer relative to pure execution.

The Binding of Isaac

The Perfectionist · Micro + Macro

17% pull
Feedback1 suggestion
Pulling meso higher

Managing heavy randomness argued as a real reads layer, since good information would strongly aid consistent runs.

Blood on the Clocktower

The Mind Gamer · Pure Meso

17% pull
Feedback1 suggestion
Pulling micro higher, macro higher

Executing role abilities and managing the town's limited resources argued as light execution and planning layers on top of the social deduction.

Celeste

The Perfectionist · Micro + Macro

17% pull
Feedback1 suggestion
Pulling macro lower

A suggestion that route optimization is a lighter factor than a full strategy placement.

Codenames

The Mind Gamer · Pure Meso

17% pull
Feedback1 suggestion
Pulling macro higher

Optimal clue-giving argued as a light planning layer for the spymaster role.

Connect 4

The Strategist · Pure Macro

17% pull
Feedback1 suggestion
Pulling meso higher

A suggestion of a light reads layer in anticipating the opponent's play.

Dead by Daylight

The Competitor · Micro + Meso + Macro

17% pull
Feedback1 suggestion
Pulling micro higher, macro lower

Chase play argued as more execution-driven, with strategy mattering less once both sides already hold the same information.

Super Smash Bros

The Duelist · Micro + Meso

17% pull
Feedback1 suggestion
Pulling macro higher

Matchup knowledge across a very large roster argued as a significant strategy layer, not a negligible one.

Teamfight Tactics

The Tactician · Meso + Macro

17% pull
Feedback1 suggestion
Pulling micro higher, meso lower

A case that fast rolldowns and precise unit positioning add a real execution layer, while most turns are spent optimizing your own board rather than reading opponents.

The Finals

The Competitor · Micro + Meso + Macro

17% pull
Feedback1 suggestion
Pulling meso lower

A suggestion that the reads layer sits below a top-tier placement.

Chess

The Tactician · Meso + Macro

17% pull
Feedback1 suggestion
Pulling meso lower

An argument that since chess has no hidden information or randomness, an engine's advantage would hold regardless of opponent, so opponent-specific prep shouldn't count as a real reads layer.

Megabonk

The Perfectionist · Micro + Macro

17% pull
Feedback1 suggestion
Pulling micro lower

A case that a good run turns on build planning and luck more than on input execution, arguing the micro layer should sit lower.

Clair Obscur: Expedition 33

The Perfectionist · Micro + Macro

17% pull
Feedback1 suggestion
Pulling micro lower

A proposal to lower the execution weight a notch, filed without a gameplay case to set against the sub-second parry windows the placement rests on.

Touhou Project

The Mechanic · Pure Micro

17% pull
Feedback1 suggestion
Pulling meso higher

At the highest difficulties much of the bullet layout is randomized past the point memorization helps, so survival depends on reading the screen and improvising in the moment. The correction places that improvisation on the reads axis.

Stock Trading

The Mind Gamer · Pure Meso

17% pull
Feedback1 suggestion
Pulling micro higher, macro higher

Trading at high frequency turns on speed of execution, while over long horizons it turns on allocation and planning. The correction argues the category spans all three layers instead of resting on reads alone.

Elden Ring

The Competitor · Micro + Meso + Macro

17% pull
Feedback1 suggestion
Pulling meso lower

The reads layer here rests entirely on the PvP scene, which this correction holds too marginal to count against a game most people play solo. That layer was already borderline when the placement was made.

Splinter Cell

The Tactician · Meso + Macro

17% pull
Feedback1 suggestion
Pulling micro higher

A correction weighing the execution layer higher than the placement does. No supporting case came with it, and the placement counts timed crouch-walking and noise management as work in service of staying unseen.

F-Zero GX

The Mechanic · Pure Micro

17% pull
Feedback1 suggestion
Pulling macro higher

This correction puts most of the gains on learning track layouts and where to spend boost, a planning layer sitting under the high-speed driving.

Baldur's Gate

The Strategist · Pure Macro

17% pull
Feedback1 suggestion
Pulling meso higher

A nudge upward on the reads axis, with no case attached. The dice and save-scumming were weighed when the placement was made and held low, since a fixed campaign converges once learned and there is no opponent to read.

Old School RuneScape

The Competitor · Micro + Meso + Macro

17% pull
Feedback1 suggestion
Pulling macro lower

This correction drops the planning axis to its lowest level and comes with nothing to argue it. Most of the weight in the current placement sits there, on the experience routes and money methods a long account turns on.

Guilty Gear

The Duelist · Micro + Meso

17% pull
Feedback1 suggestion
Pulling macro higher

A push to raise the systems axis, filed without a case for it. The placement holds that once a matchup and gameplan are learned there is little left to route or manage, since a set resets each round rather than building toward a persistent economy or win condition.

Have a placement you disagree with, or one here you think is already right? Open any game's page and use the "Suggest a correction" button. You don't need an account to propose a correction. There is also no voting system regarding the suggested changes. Instead, it is aggregated and steady feedback on a placement is taken seriously, though no fixed number guarantees a change.

Last updated: September 23, 2026.