Opinions on stuff in blue
Overall? I like the changes quite a bit, especially for a tournament setting. Having the ability for a player to fail or even a team to all fail at once if one player out of three can't hit a difficult section brings a lot more competitiveness to a tournament setting. Score scaling also makes much more sense now and single misses aren't nearly as significant as accuracy and overall consistency compared to scorev1. I however still believe that there should be changes made before this is finalized to allow as diverse a mappool as possible.smoogipooo wrote:
Normal notes
- Normal notes are unchanged. Scoring is 300 for an accurate hit, 100 for an inaccurate hit.
Everything's good hereFinisher notes
- Finishers are calculated last and are worth 4x the score. E.g. 300 normal -> 1200 finisher. 350 drum roll -> 1400 finisher.
I'm guessing you meant 'drum roll' to be 'finisher' here. This is a positive change!- Finishers require double presses, like a double chord in osu!mania. Lenience has not been adjusted for this.
While conceptually I like this change I feel it'll hinder variety if map pool selectors decide to use any gimmick maps (PS: Please do, we've been bombarded by the same types of maps for so long without any SV / gimmick picks to choose from for reading oriented players). Perhaps instead of forcing a miss leave this at the new 4* multiplier? This already alleviates a lot of the problems with finishers having very little value.Drum rolls
- Drum roll ticks are worth 350 points.
Ok- Drum roll ticks are forced to 1/4 spacing.
I would consider this an issue but there was already discussion about fixing sliders to have 1/3 in 1/3 snap maps (this has needed to happen for FOREVER)- Drum roll ticks are counted towards the "combo" portion of the score, as such they affect how close you get to 1000000 score.
Very good change, this allows players and commentators to get a much better idea of where extra score is coming from- Upon completion of a drum roll, a miss will be given if the player has hit less than 30% of the ticks (unsuccessful), otherwise a 300 hit will be given.
So this is either a combo break or extra points (previously completion of a drum roll gave no points barring the ticks).Also has minor impact on gimmick maps explained later.- Drum rolls award HP for each tick and for successful completion of the drum roll.
Good change considering health changes belowSpinners
- A miss will be given upon unsuccessful completion of a spinner.
I'm cool with this but this (mostly along with the health changes) makes certain gimmick maps impossible to pass (Cirno's Perfect Math Class for example from loved category) limiting diverse / gimmick maps that could be included in the pools. This is otherwise fine for maps that do not abuse scorev1 spinner health drain. Possible solution to this explained in health.- A 300 hit will be given upon successful completion of a spinner.
No issues here.- Spinners award around half the HP of drum rolls for each hit and for successful completion of the spinner.
Same as above.Health
- Taiko now has HP. HP values are calculated exactly the same as osu!mania.
This is the biggest and probably most interesting change made. Depending on what maps you look at this has pros and cons. Some of these cons have solutions.
The biggest cons is how this impacts maps that use spinners in an abusive way. There are some maps that would use spinners as intentional health drain by throwing multiple short duration spinners at you (Hi Cirno!) that will have immediate fails in scorev2 upon getting to these sections (unless you can play these sections somehow, there are like 1-2 people who can). A possible solution to this is to drastically lower the amount of health lost from a failed spinner or to not have spinner misses impact health and only impact score. I had originally thought this would impact drumrolls as well, but after testing maps that use 'note sliders' (no length sliders basically) such as the ones in Cirno's Perfect Math Class, combo break is not being forced so no health is being lost. Due to this they are not impacted by the health changes, so this is only a problem with spinners.
Positives of this include a healthier tournament system (failing is now possible) and a system that more accurately depicts if you are passing or failing a section, making it easier to understand for both players and viewers at an immediate glance instead of just "is my health bar above the pass line"