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DT players

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Topic Starter
Pandrz
Let's use Hvick225 as an example. A lot of their scores are Dt+HD scores. To get better at DT how would they have practised? Would they have just played DT and gradually progressed the speed of their aim or would they have played a mixture of DT and NoMod to progress there overall osu skills?
-Makishima S-
You for sure should play nomod till you will consistently FC with high acc 5* maps at least.
Then just play whatever mod you like to be better at it.
Yuudachi-kun
They played everything. A fuck ton of DT for sure, but what I've seen is they have A LOT of good scores on the old, hard to read maps. So basically they've done everything.
Vuelo Eluko
most played a lot of everything then settled into the dt meta and dominated because of their overall skill, that's why most dedicated dt farmers never even break into double digits. Axarious is a good example, nomod player that almost doubled his pp by going over to the dark side.

then there's prodigies like Rafis but eh, they are exceptions more than anything. started getting into other stuff recently and he's done well with it
Yuudachi-kun
Rafis is proof that play more is gold.
-Makishima S-
That's what r0ck told me when i was a shitter newbie with 500pp - "just play this game".
Deva
Learn the basics first, think about mods later.
Kunino Sagiri
SnowWhite was actually just a random nomod player. It's just that his experience at playing everything compared to the rest of us is vast so it's basically useless to use him as a valid example.
Vuelo Eluko
dt is the easiest pp/effort mod, the only people not farming it at the high ranks are either people consistent/skilled enough to abuse the scaling length/circle size bonus or too slow to dt
-Makishima S-
Just to clear your mind OP - it's not a shame to not be able to play DT due being too slow and not able physically to achieve faster speed. It's perfectly fine.
If someone tell you that you are noob because you cannot play 200-220 bpm, he is just another retarded toxic member of this community and you should ignore him on sight.
Yuudachi-kun

xxjesus1412fanx wrote:

dt is the easiest pp/effort mod, the only people not farming it at the high ranks are either people consistent/skilled enough to abuse the scaling length/circle size bonus or too slow to dt
I really wouldn't call being able to show your skill as "abuse." Why the hell should it be? Why shouldn't they be allowed to make good scores on hard maps without it being called abuse?

The solution is obviously to make more really hard nomods so that they don't have to DT 5* nomod maps.

Oh wait, everyone bitches about hard 7*+ nomods now.
-Makishima S-
Oh wait, everyone bitches about hard 7*+ nomods now.
That's actually sad ;(
Babymetal - Road to resistance got ranked so there is hope for more good 7*+ maps what require comparable skillset to DT/HR and gives tons of pp.
Yuudachi-kun

[Taiga] wrote:

Oh wait, everyone bitches about hard 7*+ nomods now.
That's actually sad ;(
Babymetal - Road to resistance got ranked so there is hope for more good 7*+ maps what require comparable skillset to DT/HR and gives tons of pp.
That map is actually a really fun and really nice stream practice map, and the streams at the end get very difficult, but not so uber difficult like "Dragonforce - My spirit will go on" that they're not unpracticeable.
Vuelo Eluko

Khelly wrote:

xxjesus1412fanx wrote:

dt is the easiest pp/effort mod, the only people not farming it at the high ranks are either people consistent/skilled enough to abuse the scaling length/circle size bonus or too slow to dt
I really wouldn't call being able to show your skill as "abuse." Why the hell should it be? Why shouldn't they be allowed to make good scores on hard maps without it being called abuse?

The solution is obviously to make more really hard nomods so that they don't have to DT 5* nomod maps.

Oh wait, everyone bitches about hard 7*+ nomods now.
the solution is to move some pp from the higher end to the lower end, it's basically gauranteed that the first 800 pp score is going to be hr right now. so many underrated hr plays and overrated ones at the same time, this would fix that.

when do you think we'll even see a 700 pp dt score?
Topic Starter
Pandrz
Thanks Team.
Mahogany
Remember that low-medium level DT is basically simpler Nomod but with inflated PP gains

It only really starts differentiating itself once it reaches a...higher...level...idk, I don't play DT. Khel, what SR/BPM would you say DT comes into its own?
Yuudachi-kun

xxjesus1412fanx wrote:

the solution is to move some pp from the higher end to the lower end, it's basically gauranteed that the first 800 pp score is going to be hr right now. so many underrated hr plays and overrated ones at the same time, this would fix that.
So do you mean to take away acc pp from near SS and move it to the lower end of the acc spectrum? I support this. 8-)


Actually no because I think that 99%+ on OD10 and nearing SS should be rewarded pretty fucking high

Mahogany wrote:

Remember that low-medium level DT is basically simpler Nomod but with inflated PP gains

It only really starts differentiating itself once it reaches a...higher...level...idk, I don't play DT. Khel, what SR/BPM would you say DT comes into its own?
Anything below 240 and really 230 is accessible to a lot of people who don't specalise in speed. Take a look at a lot of famous maps like Daidai, koigokoro, orange, and OK DAD (Though OK dad has a lot of hard aim it's really short and hias high OD). They're all below 230.

I don't consider someone who only high acc's od8 + DT and lower than 240 bpm maps a real DT player but whatever. As for star rating, when you get into insane patterns it starts to become actually difficult. My rule of thumb is 5.5* with DT and 4.00* with nomod, but that's an approximation. Also around 95-97% 200pp.
Vuelo Eluko
were not going to see 700pp dt scores for a long time because hr is overrated as fuck
look at how much pp axarious 8+ star fcs are worth

and as amazing as it is i think blue zenith choke is overweighted
gives more than freedom dive, give me a break
Yuudachi-kun

xxjesus1412fanx wrote:

and as amazing as it is i think blue zenith choke is overweighted
gives more than freedom dive, give me a break
I haven't seen blue zenith HR, but it's identical in combo and cs to freedom dive so I don't know. Maybe it's the aim spacing near the end ending up being harder than FD's spacing + 222.
Mahogany
But you're forgetting the massive acc difference

99.71 vs 99.13
Yuudachi-kun

Mahogany wrote:

But you're forgetting the massive acc difference

99.71 vs 99.13
Ask tillerino for SS vs SS I'm too lazy
Mahogany
Lol I literally just did that

https://osu.ppy.sh/ss/4595416



Basically the exact same lmao
Vuelo Eluko

Mahogany wrote:

But you're forgetting the massive acc difference

99.71 vs 99.13
completely goes away with interest when you take into account the massive bpm, spacing, and overall hardness difference]

dont look at modless, one is od9 one is od8, artificial difference. lower od really makes it harder on a map like 4d

you are more likely to notelock and fail on freedom dive than you are on blue zenith because od8 222bpm vs od9 200, whereas the same mistake might just be a 100 on blue zenith
Mahogany
BZ is more consistently streamy though compared to FD which has more parts that aren't streams

Also, BZ has like one short break while FD has like 3 breaks that are longer

As for speed, idk. You're probably right about that, doesn't the system not properly take high bpm into account?
Yuudachi-kun

Mahogany wrote:

BZ is more consistently streamy though compared to FD which has more parts that aren't streams

Also, BZ has like one short break while FD has like 3 breaks that are longer

As for speed, idk. You're probably right about that, doesn't the system not properly take high bpm into account?
Freedom dive probably gets close to blue zenith as a result of its 222 bpm, not blue zenith getting to FD's level despite it's 200 bpm.


E: Also I want to chime in and say 222 bpm isn't really that high, but getting into the higher 250+ bpms and there starts to be a problem. I think it was something about osu calculating difficulty based on how the notes were in a certain period of time and if you go fast enough there's less notes per time period or some shit I don't remember.
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