I can't agree more with RLC
As far as I know, few players read slider velocity change by the desity of slider tick, because it's hard to catch
I usually read the slider velocity by colorhaxing and the sliderball, and
- for sliders slow down suddenly, we may misread it at first, but usually they are long enough, so if it's tickrate 1, we have enough time to move cursor back. But for tickrate 2, before we can notice that the slider is of low speed, we get annoying combo break.
- the same situations happens to high speed sliders. In most case, more slider ticks just ruins the flow of the map rather than improve the readablity of the speed change to sliders
As far as I know, few players read slider velocity change by the desity of slider tick, because it's hard to catch
I usually read the slider velocity by colorhaxing and the sliderball, and
- for sliders slow down suddenly, we may misread it at first, but usually they are long enough, so if it's tickrate 1, we have enough time to move cursor back. But for tickrate 2, before we can notice that the slider is of low speed, we get annoying combo break.
- the same situations happens to high speed sliders. In most case, more slider ticks just ruins the flow of the map rather than improve the readablity of the speed change to sliders