they do need a massive buff, but it's hard to do that with the nature of acc pp. assuming very fast streams get the buff, plays that have abysmally low acc, like mouse buttons enabled + hitting both keys at once low yet didn't break combo because they were easy to aim will be heavily overrated even after losing all acc pp.
with a huge buff, plays that achieve high accuracy (relative to the bpm of course, even 90% can be high in some cases), will be rewarded appropriately. If there were some way to make it so that if the difficulty of a map comes from low spacing high bpm streams, that having non-existent acc like 60% or something that shows they didnt even really play the map does more than just forego all acc pp, it reduces the overall pp of the score by a lot. Of course, being able to hold a ridiculously low acc combo on a map with ultra high bpm streams due to double tapping or some other mash tech is not possible on every map that falls under the category, but this contingency shouldn't really hurt any of them.
Acc curves should also be rescaled for these maps, because the whole 98%-100% mega curve is utterly pointless on something with 285 bpm streams or whatever. However i'm not sure what would be a fair place to start the curves, maybe tom should get all the top speed players together to discuss it. Note im not saying acc bonus should cap out, it will still increase up to 100% as always, I'm just proposing that it starts ramping up sooner than 98-99% since on a lot of these maps these accuracies are simply not possible yet. If it's done right as speed players improve even more and get higher acc the reward will be appropriate and allow the maps to stay relevant and keep up with typical farm maps.
i dont know, i just want the relatively few players who put themselves through more physical strain than any standard hr/dt farmer to achieve stamina at high speeds to get what they deserve, but it's so hard to think of solutions that don't involve splitting up aim/acc/speed entirely.
with a huge buff, plays that achieve high accuracy (relative to the bpm of course, even 90% can be high in some cases), will be rewarded appropriately. If there were some way to make it so that if the difficulty of a map comes from low spacing high bpm streams, that having non-existent acc like 60% or something that shows they didnt even really play the map does more than just forego all acc pp, it reduces the overall pp of the score by a lot. Of course, being able to hold a ridiculously low acc combo on a map with ultra high bpm streams due to double tapping or some other mash tech is not possible on every map that falls under the category, but this contingency shouldn't really hurt any of them.
Acc curves should also be rescaled for these maps, because the whole 98%-100% mega curve is utterly pointless on something with 285 bpm streams or whatever. However i'm not sure what would be a fair place to start the curves, maybe tom should get all the top speed players together to discuss it. Note im not saying acc bonus should cap out, it will still increase up to 100% as always, I'm just proposing that it starts ramping up sooner than 98-99% since on a lot of these maps these accuracies are simply not possible yet. If it's done right as speed players improve even more and get higher acc the reward will be appropriate and allow the maps to stay relevant and keep up with typical farm maps.
i dont know, i just want the relatively few players who put themselves through more physical strain than any standard hr/dt farmer to achieve stamina at high speeds to get what they deserve, but it's so hard to think of solutions that don't involve splitting up aim/acc/speed entirely.