Speed and efficiency play argued as adding an execution layer and a genuine optimization layer that the current placement leaves out.
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 Minesweeper example.
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You send a correction
The "Suggest a correction" form on any game proposes where its Micro / Meso / Macro levels should sit.
- 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
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.
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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
Under discussion
13 gamesSpeed and efficiency play argued as adding an execution layer and a genuine optimization layer that the current placement leaves out.
A case that modern fighting games lean more on system and matchup knowledge, raising the strategy layer relative to pure execution.
Managing heavy randomness argued as a real reads layer, since good information would strongly aid consistent runs.
Executing role abilities and managing the town's limited resources argued as light execution and planning layers on top of the social deduction.
A suggestion that route optimization is a lighter factor than a full strategy placement.
Optimal clue-giving argued as a light planning layer for the spymaster role.
A suggestion of a light reads layer in anticipating the opponent's play.
Chase play argued as more execution-driven, with strategy mattering less once both sides already hold the same information.
Matchup knowledge across a very large roster argued as a significant strategy layer, not a negligible one.
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.
A suggestion that the reads layer sits below a top-tier placement.
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.
A case that a good run turns on build planning and luck more than on input execution, arguing the micro layer should sit lower.