If the "fade-in" time of circles remains unchanged, it would be largely pointless to customize approach rate. Why? Most players read maps and determine "hit order" based on watching the circles themselves appear, not based upon approach circles. This is why low AR Hidden is incredibly difficult, why very few people can play Flashlight (while those that can are often found hitting notes in the wrong order or hitting notes early enough to result in a miss), why Hidden is so easy that it's almost "no mod" on AR 8 or so, why there are people who hate overlapping notes, despite the approach circles still being completely visible.MetalMario201 wrote:
Approach circle speed is open to such a possibility, but the advanced time a circle spends on screen before you hit it needs to stay as it is, or unintended problems in maps such as overlaps may be introduced.
So, if the advanced time a circle spends on the screen must remain the same, what about Hard Rock and Easy mods then? These both alter when circles appear and can cause stack leniency and readability issues that weren't previously present in the map. It's especially noticeable with Easy mod because most maps that aren't already "Easy" become completely unreadable. Maybe I should post a feature request to remake the Easy mod, I've been meaning to do that for a while.
Also, I believe the doubletime mod should have been set to retain the approach rate setting of the map, rather than increasing it as it does now. As it stands now, DT is difficult because it increases approach rate to be incredibly high on many maps, not because it forces you to play faster.