Lasse wrote:
Monstrata wrote:
Stuff like: 00:14:968 (8,1) - Is hard to predict due to the similarity in pattern. But the rhythm clearly shifts.the way it is set up makes it pretty simple to understand Again, not a concept thats appropriate on a Hard difficulty. Your argument makes sense for an Insane.
You can't expect Hard-level players to be able to follow this concept. Again, look at some of the replays, Many people who are getting B ranks mess up here and other parts I mention.
01:15:727 (4,5,6,1,2,3,4,5,6,1) - This is even worse, because it's basically [...] ??? it uses the same concept as all other intense parts, 1/1
are stacks and 1/2 are spaced or overlapped Again, not a concept that's appropriate on a Hard. These ones are especially poor because of how close the different rhythms are to each other. You have 1/2 stacks and 1/1 stacks within one beat of each other which is what causes the confusion. You're associating two different rhythms with a very similar gameplay element.
Another thing that you wouldn't expect on Hard is anti-jumps like: 01:25:411 (1,2,1,2,3,1) - These force players to suddenly slow down their movement immensely what is the problem with that though. It's easier to play than using high spacing since at this point players will be really used to them and still makes the vocals there stand out due to the change in movement from before. 00:19:335 (1,2,3) - basically introduces the same thing early into the map , What is the problem with that? The fact that they are anti-jumps that go against the intended movement you've set up for players. It's very uncomfortable due to the sudden dip in movement. I didn't say you needed to use "high spacing" you can just use regular DS too... which really doesn't fit especially since you've set up these patterns to encourage players to take advantage of slider-head leniency. 01:28:829 (2,3,4) - Is what you should have expected on a Hard.
01:29:778 (1,2,3,4,5,6,1,2,3,4,5) - Variable spacing is also really confusing, especially since the movement is on red ticks how do ticks matter lol. the whole pattern starts on a red tick and follows the red tick vocals which makes it very easy to comprehend . The ticks matter because your pattern introduces a shift in polarity from white tick emphasis, which is what you would expect on a Hard, to red tick emphasis,
which is very unusual. However, that was just a small issue. The much bigger issues are the low, and variable spacing jumps, and the wide angles you've set up here. You are forcing Hard-level players to make very small movements and increase their movements on red ticks which is not a usual mode of emphasis. Additionally you're introducing wide angles, and wide angles + extremely small spacings is already too difficult imo. And even then you haven't addressed the note density issue of having a 6-circle clicking pattern into another 5-note stream. This is overkill. Not to mention they cause players to have to make really small movements in between 2>3 and 4>5 which makes aiming even worse. You can't expect Hard players to aim in the middle of the pattern, They will try and click the middle of each circle. If you look at some replays you'll see this really slight movement.
Not to mention, 01:30:158 (2,3,4,5,6,1,2,3,4,5) - is really dense for a Hard too... I mean, 6 1/2 circles in a row followed by a 5-note stream. This is not something you'd expect on a Hard either... explained beforeYou didn't "explain before"... But just in case you did,
I clarified my view a bit better above ^.But I wasn't talking about movements. I was talking about associating different rhythm choices with the same visual patterning.The 1/2 and 1/1 use different patterning though, as mentioned above They may seem different if you are accustomed to patterns like these,
but they are sill very similar to Hard-level players.The low spacing also isn't the issue, it's the fact that it creates varied small spacing that is difficult to track because players at this level are not accustomed to making very small stop/go type movements.If they manage to fc this far into the map they should be accustomed enough to this type of movement tbh If they manage to fc this far into the map, their skill level is above a Hard. The entire argument here is that this difficulty is not appropriate to be called "Hard". In any case, explained why these patterns are not good in more detail since you don't seem to want to discuss the individual points I made...
@nino: you're way above the target audience of these difficulties and played them with hddt so lol
would be the same as me posting these (1, 2) to state the opposite, when it doesn't really have any relevance
naming has been explained in depth above