This.Tasha wrote:
I'm in agreement with not including converted maps or weighing them FAR less than taiko specific maps.
Everyone already put many reasons already, however I just think they are broken, especially a certain convert with 2 circles and sliders for the rest, where halftime actually makes you rank higher (unless you are a damn beast hitting all the rolls at that bpm). As Nashmun said, it's risky. Just because it's hard or even fun as a convert, it's not meant to be played in taiko, so it shouldn't really be counted that much.
As for the patterns, to make it more simple, during streams, whenever you see an odd number of same color notes between even number of notes (kdddkddkdddkddk etc), I'd say it's making it really difficult. Hand switching is a pain and cheesing the pattern requires high level reading skills. Been said before, but just putting it here since I feel the same way.
As for the SV changes, that's gonna be a bitch to calculate. There are times where SV increases actually reduce difficulty. You could get a certain speed X by having BPM Y and SV of Z. The problem here is everyone is different, and some people will have it easier even if it's super slow, but you will have people who will miss everything cause it's slow. All depends where people look at the screen.
In my opinion SV should be just left out from the really complex calculation and depending on bpm just add some minor difficulty (unless the multiplier is very much different or something, I think fcing HR on this map is near impossible without DS or memorization).
But then again let's see how LunaticP's thing works after some fixing/feedback, if the star rating actually works properly without us arguing here on whats harder, that could be a good difficulty estimate as a base.