Buff EZ, adularescence is 860pp DT and only 643pp EZDT, that is big for only an AR difference,
while it's true that CS makes some paterns easier, in overhall it's way more of a nerf due to hyper dashs not being spawned.
EZ not giving the right pp is more important than what you can think. What makes EZ hard (and low pp) is the same as what gives a lot of convert maps difficulty (and still low pp). So changing how the star diff is handled w/ EZ would benefit convert plays.
HD buff for low ar is a good idea but it's useless, there is no low AR map that would give enough pp to make a significant increase.
AR9 (AR9.5 for the extreme) HD is like nomod, what does it change ? The AR is already fast enough not to notice anything, and AR10 HD is a joke, more of a help than anything else.
Change flashlight pp to represent difficulty please, on AR lower than 6, flashlight shouldn't give anything noticable, especially on short map, and FL buff should increase as the AR increase (the faster the fruits scrolls, the more memory is needed), and increase as the star rating increase (because star rating should give an approximation of how "jumpy" the map is, even if it's not that good).
I'm totally against this.
Accuracy is something that should be important in this game, and it should be reflected in the pp.
If you're just a ppfarmer spamming fast DT overdose in hope you'll FC it, yeah good job get pp.
Lets just take this map for exemple, Endless Hatred.
How much person have SS'd it ? 3.
How much person have FC'd it ? 38.
So, maybe there is something hard in this map other than FC ? Maybe avoiding droplet missing isn't that easy ?
But, maybe you could increase accuracy importance when the score is an FC, or just account the number of droplet miss (and not miss, that already nerf you) when you calculate the accuracy importance of the score.
will edit the post if I think of something else
while it's true that CS makes some paterns easier, in overhall it's way more of a nerf due to hyper dashs not being spawned.
EZ not giving the right pp is more important than what you can think. What makes EZ hard (and low pp) is the same as what gives a lot of convert maps difficulty (and still low pp). So changing how the star diff is handled w/ EZ would benefit convert plays.
HD buff for low ar is a good idea but it's useless, there is no low AR map that would give enough pp to make a significant increase.
AR9 (AR9.5 for the extreme) HD is like nomod, what does it change ? The AR is already fast enough not to notice anything, and AR10 HD is a joke, more of a help than anything else.
Change flashlight pp to represent difficulty please, on AR lower than 6, flashlight shouldn't give anything noticable, especially on short map, and FL buff should increase as the AR increase (the faster the fruits scrolls, the more memory is needed), and increase as the star rating increase (because star rating should give an approximation of how "jumpy" the map is, even if it's not that good).
Asriel wrote:
+ decrease accuracy bonus (It's different with sorcerer)
if this system will keep that the most important thing is combo, accuracy's worth must be decreased
I'm totally against this.
Accuracy is something that should be important in this game, and it should be reflected in the pp.
If you're just a ppfarmer spamming fast DT overdose in hope you'll FC it, yeah good job get pp.
Lets just take this map for exemple, Endless Hatred.
How much person have SS'd it ? 3.
How much person have FC'd it ? 38.
So, maybe there is something hard in this map other than FC ? Maybe avoiding droplet missing isn't that easy ?
But, maybe you could increase accuracy importance when the score is an FC, or just account the number of droplet miss (and not miss, that already nerf you) when you calculate the accuracy importance of the score.
will edit the post if I think of something else