So kiai time will make me blind even on scorev2 *sigh*
On one hand I love how big notes will force players to play the maps as they were intended to, but spinners and drum rolls feel like they shouldn't be so strict, especially that they have little to do with "rhythm" I know, contradicting myself right from the start. Spinners are a bit easier to argue against, as they are great in concept but awful at execution (why would you need to mash more if the OD is higher, when the song is the same?). Drum rolls are basically lenient streams in most of the cases; I feel like their main purpose is filling out streams in easier difficulties. I don't really have enough experience as a mapper to comment on drum roll gimmick maps, so I won't comment on it. I feel that they need a rework (maybe don/kat sliders where you have to hold and release, much like in mania but colour based? Loctav mentioned that they aren't afraid turning taiko away from TnT, so experimenting with changing these elements shouldn't be unthinkable.)
I thought the score would be weighting combo as much as in std, but gladly, this does not seem to be the case. However, score rankings will absolutely lose their meaning in all of the modes with scorev2 with the 1m cap. Why would I try to fc long hard stuff if I could just spam 30 second maps for the same score? As for people arguing that big notes shouldn't break the combo, as 4x score is significant enough of an award - outside of tournaments people won't give a damn about big notes.
I think the worst element of the scorev2 is the HP update. Taiko has the best HP system of all the modes. Obviously notelocking is a huge reason, but I think tons of people prefer taiko's HP system over mania's. It'll force some players to use NF when they just want to play some maps. Also it is very traumatising if you lose a tournament match because you failed at the end, while the enemy team had people failing left and right during the map, but managed to climb back at the end. Looking at the whole performance instead of certain segments makes more sense for HP Unless on maps that have unreasonable difficulty spikes.
Overall I have mixed feelings about this.
On one hand I love how big notes will force players to play the maps as they were intended to, but spinners and drum rolls feel like they shouldn't be so strict, especially that they have little to do with "rhythm" I know, contradicting myself right from the start. Spinners are a bit easier to argue against, as they are great in concept but awful at execution (why would you need to mash more if the OD is higher, when the song is the same?). Drum rolls are basically lenient streams in most of the cases; I feel like their main purpose is filling out streams in easier difficulties. I don't really have enough experience as a mapper to comment on drum roll gimmick maps, so I won't comment on it. I feel that they need a rework (maybe don/kat sliders where you have to hold and release, much like in mania but colour based? Loctav mentioned that they aren't afraid turning taiko away from TnT, so experimenting with changing these elements shouldn't be unthinkable.)
I thought the score would be weighting combo as much as in std, but gladly, this does not seem to be the case. However, score rankings will absolutely lose their meaning in all of the modes with scorev2 with the 1m cap. Why would I try to fc long hard stuff if I could just spam 30 second maps for the same score? As for people arguing that big notes shouldn't break the combo, as 4x score is significant enough of an award - outside of tournaments people won't give a damn about big notes.
I think the worst element of the scorev2 is the HP update. Taiko has the best HP system of all the modes. Obviously notelocking is a huge reason, but I think tons of people prefer taiko's HP system over mania's. It'll force some players to use NF when they just want to play some maps. Also it is very traumatising if you lose a tournament match because you failed at the end, while the enemy team had people failing left and right during the map, but managed to climb back at the end. Looking at the whole performance instead of certain segments makes more sense for HP Unless on maps that have unreasonable difficulty spikes.
Overall I have mixed feelings about this.