Reasoning:
As a result of pushing player skill level, we've been seeing maps like this and this going for ranked with extreme bpms (300 and up).
Maps like this are hindered by the following in-game limitations:
Discussion points:
To not jump the gun, we should first discuss if increasing the AR/OD cap from 10 to 11 is beneficial at all and if there are counter-arguments against it.
Later we can worry about relevant RC changes.
note: yes we've been confirmed with ppy that implementation should be quick work
As a result of pushing player skill level, we've been seeing maps like this and this going for ranked with extreme bpms (300 and up).
Maps like this are hindered by the following in-game limitations:
- Approach Rate (AR) being capped at 10. Due to this cap, the amount of objects on screen becomes very high and make the maps difficult to process - even when that is not intended by the map's design
- Overall Difficulty (OD) being capped at 10. At extreme bpms the window for notelock becomes smaller and smaller, quickly becoming too punishing and making it hard to get consistent attempts
Discussion points:
To not jump the gun, we should first discuss if increasing the AR/OD cap from 10 to 11 is beneficial at all and if there are counter-arguments against it.
Later we can worry about relevant RC changes.
note: yes we've been confirmed with ppy that implementation should be quick work