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Hype Train7 / 5
Nomination Status0 / 2
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The difficulty gap between easy-normal-hard is too disproportionate.

Let's look at this chain in the Normal difficulty 00:43:931 (1,2,3,4,5,6,1,2,3,4,1,2,1,2,3) - three measures of length, three 1/4 sliderends, 00:44:742 (3,4,5,6,1) - five actives in a row.

So now let's check how it looks the Hard difficulty in the same part 00:43:931 (1,2,3,4,5,1,2,3,4,5,1,2,1,2,3,4,5) - spreads usually should introduce NEW mechanics, or at least, strongly enhance one already introduced. But currently the only thing is more note density.

Finally, the Easy difficulty 00:43:931 (3,4,5,1,2,3,4,5) - despite being a common easy diff structure, seems extremely simplified for this spread because then the normal use all those new things. A new player moving from Easy to Normal has a 100% chance of being overwhelmed.

I strongly recommend you nerf this normal difficulty:

  • reduce the chain length to 2 measures max
  • get rid of the 1/4 rhythms
  • three active in a row max
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You could argue that if you improve what is easy for a normal baby it might work, but then there would be no point in the spread as a progression if they barely introduce things. Honestly, in the current state, normal-hard-insane are so close that you could remove the hard and with some tweaks it would work.

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We've made some modifications to aid the close gap in star rating between normal & hard.

Each difficulty introduces something i.e Normal introduces 1/4 rhythms, Hard introduces the Kick Sliders & Jumps, Insane introduces bursts, Top introduces variable SV.

Within the hard difficulty, we do introduce jumps throughout the map. Not to mention Kick sliders rhythms like 00:43:120 (3,4,5), 00:57:310 (2,3,4), 01:23:256 (1,2,3) & 01:35:012 (3,4,5) added to the mix.

I appreciate the feedback and if you have any concern, let us know.

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