11:00AM Pacific Daylight Time. September 3, 2025.
I'm thinking about the limits of relax in osu, and my thoughts about Lazer's relax pp system.
The RPP system is still very unbalanced, but that's expected. BTW I'm not saying that because I think the devs are lazy or stupid, I'm saying it because the RPP system is obviously way lower priority to make right than the actual PP system, as it should be. The meta for RPP seems to be jumps that go on for a long time. If you have jumps that are only 4 notes, even if they are cross screen and 450 BPM, it will give nothing. It will give pretty much the same amount of RPP as if there was 2 star gameplay. As soon as you have more jumps in a row, like 8+, then the RPP counter goes up really fast. Seems like there's a certain strain threshold where if the difficulty is under that, it'll give nothing. If it's above, the gain is insane. There was this one map that I forgor the name of but it was like 550+ BPM burst jumps that were interrupted by a slider every now and then, but that gave freaking nothing. NOTHING. Of course I got destroyed by the 550+ BPM jumps and missed like crazy but apparently that map isn't even 1000 RPP for SS lmao. Because the slider broke the chain of jumps, even for 0.05 seconds. And the jumps aren't cross-screen, they are pretty close together, but it's still nearly impossible to hit. The much easier 380ish BPM section of the map which was 1000x easier gave most of the RPP and contributed to most of the star rating. You need consistent jumps that last a long time. Streams still give way too frickin much. Any decent spacing and high BPM will give tons even though a 7 digit could do it. Maybe even 8 digit. Is it because of the fact that PP will only go up if you clicked a circle? Streams have 4x the circles of jumps. And maybe there's like a lowest PP a circle can give so all the circles from the streams give little by little and add up IDK? (This is complaining in a jokingly way, I'm not trying to hate on the devs)
The bug (issue 27307)
https://github.com/ppy/osu/issues/27307 is still infesting a lot of my plays and is pretty frustrating. And the comments on the issue have no progress on fixing it

I just lost a 1000 RPP play because of 6 bugged misses on Because Maybe Pt.2 1.80x rate. It became 780 RPP. Also the map is nearly 1400 RPP for SS wth? I think that's way too high. The length bonus is going crazy there it seems. It's nowhere near the difficulty of 1400 RPP. Even considering nerves and consistency, it's just too easy. Nerves are less of a factor with CSR too. I'd say SS should be more like 1100 RPP. Oh, and that reminds me of Fieryrage's Happppy Song. I just randomly got 1279 RPP out of 1899 RPP for SS on 1.80x rate. Are you kidding me? Why is it worth that much? 1.80x rate is only 384 BPM, which isn't that fast, but the ending jumps still give insane RPP. Bursts of jumps need to be buffed a lot and streams of jumps need to be nerfed slightly. I wouldn't be surprised if I got upper 1000s, like 1500+ RPP on this, or if someone really good tries it and gets 2000+ RPP. This is the most overweight RPP map in the game IMO. Man, 2000+ RPP actually being possible is crazy, I remember when I was happy with 400 RPP lol.
Reading is a huge issue rn. The overlaps and high BPM and especially sliders are super hard to read. Kick slider jumps are the worst. You should be able to treat them as if they were normal circle jumps, and it would be super easy to read, but nope, you get slider clutter and the hit window is narrower. I really hate it.
About BPM, what are the limits? I think we can treat BPM kinda like singletapping in normal osu, let me explain. Because everytime you singletap, your finger moves up and down per note. Now for relax, lets say your hand moves left and right cross screen for 2 notes. So 400 BPM jumps is like the motion of 200 BPM singletapping, but instead of a finger it's your whole hand. But of course if the angles are wide then it's different but you get what I'm saying. That being said, if people can singletap 400 BPM, does that mean 800 BPM jumps are possible? Nah, you'd have to move your whole hand which is way harder than 1 finger. I think the limits of consistency are around low 500s. Maybe like 520 BPM. Above 500 BPM, I don't think anybody right now can aim consistently. But what if one day this way of enjoying the game gets popular and people start grinding it out? I think we could see the limit breaks that happen in lots of video games, and maybe 600 or 700 BPM is reachable. What if right now, I'm like a top player back in 2014 or something, I'm trying my best and I'm trying to push good scores, and push my limits, but it's nothing compared to what will come 10 years later. I think we'd need a new aiming technique for reaching 600+ BPM though, the tablet won't cut it. Right now once the BPM crosses 440 BPM it's pretty hard for me, but I can handle up to 500 BPM in short bursts. And of course if the map is long then I get tired and 400 BPM becomes hard.
How does Lazer RPP compare to Akatsuki's relax PP system (APP)? RPP is way less than APP. I remember some 1000 APP scores I got were like 300-400 RPP on Lazer. So is APP around 3x higher than RPP? If so, then my 1279 RPP should be around 3837 Akatsuki relax PP, which sounds crazy, with 6000 being possible. That sounds super wrong, so maybe it's only around 2x or something. It's been over 2 years since I logged on to Akat though so IDK.