Any scheme becomes more enjoyable when you get good at it.. In league games you are forced to play every scheme and it's not rare that a scheme you hate becomes one of your favorites. I'd rather hear Masta's opinion on TTRR vs Big RR because he is great at both of them
Yes, you can be great at Roper but noob at TTRR. It works the other way, though. If you are great at TTRR, you are also quite good at Roper with no or very little practice.
The thing is, when I am warmed up and have been actively playing recently I am pretty good at all of the rope schemes. I'd say that of those schemes I am probably least good at TTRR because I go for safety/consistency over raw speed. I typically finish all of my worms... not every single time, but most of the time. I might not have the fastest time by the end but I feel better about finishing all 3 or 4 of my worms with mediocre to decent times than finishing one worm with a blazing fast time and falling with / plopping the rest, even if that's not the point of the scheme. That said, I've never been a huge fan of TTRR for that reason. I don't like the idea of a scheme in which you can win or lose from one great turn. If I cared to improve I am certain that if I trained in TTRR exclusively for 2-3 months I could become dramatically better but even then I still wouldn't
enjoy it.
I don't agree with the part about TTRR players being good at roper with no or very little practice though. (But I guess this depends on one's definition of 'good.') First of all, it's hard to imagine anyone who is excellent at TTRR who has little to no experience with Roper. Second, this is purely anecdotal but I have played with many amazing TTRR players over the years in both TTRR and Roper and their skill in TTRR doesn't necessarily mean that they are going to own in Roper because there's other competencies involved, like crate collecting, the randomness of crate drops, knocking, attacking, piling (in team games) and dealing with the constraints of only having 15 seconds to work with as opposed to an infinite timer.
If I were to arrange the 'big 4' rope schemes in terms of skill, I'd rank them as:
1. TTRR
2. Big RR
3. WxW (hard settings)
4. Roper
If I were to arrange them in terms of fun, I'd rank them as:
1. Big RR
2. WxW (hard settings)
3. Roper
4. TTRR
So while TTRR might be a bit more difficult to excel at than Big RR, the fun factor of Big RR more than makes up for it.
Just my opinion!