I disagree. Scorev1 frequently has me beating my old scores where the old score has a higher accuracy and a similar combo. Hopefully this can mitigate that sort of thing, as it's really annoying when it happens. While I can't say anything about the release timing leniency as I haven't tried scorev2 (and I assume I can't, since cutting edge can't do multiplayer without supporter), the fact that LNs are split into two notes is a fantastic change imo. This gives the player much better feedback for how well they did on the start of an LN, and you can no longer cheese LN stuff by just holding everything and taking the 200s.robby250 wrote:
Here are my irrelevant opinions, I'll keep it short:
Combo: score v1 is fine, Shoegazer's suggestion might make it very slightly better than that.
Accuracy: same as above
LN timings: should be made more lenient than score v1, not tighter. There's a reason LN spam maps are made lower OD by mappers.
Mod multipliers: the only thing actually worth adding, finding the right multiplier for each mod so that pp for mods can be added until per-mod leaderboards get implemented.
EDIT: and yeah visual mods shouldn't have multipliers but that's already sorted.
My verdict: score v1 is probably the smallest of problems in osu!mania, other than adding mod multipliers for DT pp this is a waste of time.
If anything, I'd say the game feeling good to play is far more important than "pp".