Currently, hardrock = 1.06x, same as hidden.
On the vast majority of maps I've seen (easily 95% or more), the progression of top ranks is usually something like: DT+FL+Hidden -> DT+Hidden-> DT -> Hidden -> No mods, with the occasional hardrock somewhere in between.
Why is this? Hard rock increases the difficulty greatly for a large number of songs (Approach rate = 10 for anything above 6 without mods), as well as smaller hit circles (and timing window?). Giving this the same score multiplier as hidden, in which the only change to the latter is the approach circle is taken out removes nearly all incentive to play hard rock competitively since your accuracy will never be as good as hidden only.
Lettuce be reality, AR=10 + tiny hit circles takes way more skill than removing the approach circles. Just go to any random beatmap's top scores and see for yourself.
I propose that the score multiplier should be increased, to something between 1.06x to 1.12x.
On the vast majority of maps I've seen (easily 95% or more), the progression of top ranks is usually something like: DT+FL+Hidden -> DT+Hidden-> DT -> Hidden -> No mods, with the occasional hardrock somewhere in between.
Why is this? Hard rock increases the difficulty greatly for a large number of songs (Approach rate = 10 for anything above 6 without mods), as well as smaller hit circles (and timing window?). Giving this the same score multiplier as hidden, in which the only change to the latter is the approach circle is taken out removes nearly all incentive to play hard rock competitively since your accuracy will never be as good as hidden only.
Lettuce be reality, AR=10 + tiny hit circles takes way more skill than removing the approach circles. Just go to any random beatmap's top scores and see for yourself.
I propose that the score multiplier should be increased, to something between 1.06x to 1.12x.