As most others have said here, I strongly disagree with visual mods giving a score multiplier. The only hard thing about them at a jist is they create artificial difficulty for those who are not used to playing with the mods or if it's their first time trying it. Eventually it makes the map actually easier to read in the sense that it reduces the information the user has to process at a given time, so it can be used in order to do better on maps with high densities (slightly similar to a new player having to adjust to higher density maps as they improve by increasing their scroll speed); Halogen- explained this well in one of his previous posts.
It's similar to using a lane cover in other rhythm games - it's a visual modifier and should be treated as a preference rather than something to increase your score with. I also wouldn't like to see hypothetically someone using Hidden with 99.5% accuracy beating someone using nomod with max 300g, and the player who was beaten being having to be forced to overwrite their score with a visual mod because of it. It adds a dynamic in (mainly lower rated) ranked maps which I don't think should be implemented.
Because of this same reason I really wouldn't want to see visual mod brackets in the osu!mania world cup, either. Although this is going a bit offtopic in regard to the osu!mania ScoreV2, I just feel it would also cause complications to those who already rely on a visual modifier when playing in nomod brackets. (However, HR brackets could work if absolutely needed, and DT should be fine too. With the addition of rates I feel the MWC map selection could be a lot more diverse, although it's a long way off and probably not relevant to talk about in regard to the upcoming MWCs.)
However, I like the changes to the other mods. HR should probably see a bit more of an increase in multiplier since the difference in timing window is quite large. I would absolutely love to see the proposed change in adding rates, too (although I feel it's a long way off yet, it's still something most people have been hoping to happen for a very long time).
The LN changes seem fine to me (letting go of an LN and pressing it again used to give 200s IIRC, which didn't really make any sense).
I don't really have much to input about the combo change. I feel if pulled off correctly it could work; I haven't had the chance to test this out on cutting edge just yet.
Overall, I like the look of things and I'm glad that finally osu!mania is getting a few changes. The only thing I really disagree with, like many others, is the visual mod score modifiers.
It's similar to using a lane cover in other rhythm games - it's a visual modifier and should be treated as a preference rather than something to increase your score with. I also wouldn't like to see hypothetically someone using Hidden with 99.5% accuracy beating someone using nomod with max 300g, and the player who was beaten being having to be forced to overwrite their score with a visual mod because of it. It adds a dynamic in (mainly lower rated) ranked maps which I don't think should be implemented.
Because of this same reason I really wouldn't want to see visual mod brackets in the osu!mania world cup, either. Although this is going a bit offtopic in regard to the osu!mania ScoreV2, I just feel it would also cause complications to those who already rely on a visual modifier when playing in nomod brackets. (However, HR brackets could work if absolutely needed, and DT should be fine too. With the addition of rates I feel the MWC map selection could be a lot more diverse, although it's a long way off and probably not relevant to talk about in regard to the upcoming MWCs.)
However, I like the changes to the other mods. HR should probably see a bit more of an increase in multiplier since the difference in timing window is quite large. I would absolutely love to see the proposed change in adding rates, too (although I feel it's a long way off yet, it's still something most people have been hoping to happen for a very long time).
The LN changes seem fine to me (letting go of an LN and pressing it again used to give 200s IIRC, which didn't really make any sense).
I don't really have much to input about the combo change. I feel if pulled off correctly it could work; I haven't had the chance to test this out on cutting edge just yet.
Overall, I like the look of things and I'm glad that finally osu!mania is getting a few changes. The only thing I really disagree with, like many others, is the visual mod score modifiers.