Something really important that I haven't seen pointed out yet:
Setting OD to 11 will not help with notelock anywhere near as much as they do on DT, if AR and OD use the same formula from 10-11 as they do for 0-10.
Notelock occurs because of the super large 50 window of the previous note, which effectively decreases much more on DT than it would with a nomod OD increase since it's just dividing by a constant.
The formula for the duration of the 50 window before and after a note is:
floor(199 - (10x)) + 0.5
50 window at OD9 nomod: +/- 109.5 ms (~ 274 bpm 1/2)
50 window at OD10 nomod: +/- 99.5 ms (~ 302 bpm 1/2)
50 window at OD11 nomod: +/- 89.5 ms (~ 335 bpm 1/2)
Compare with the notelock windows at common ODs with DT:
50 window at OD8+DT (~9.7): +/- 79.7 ms (~ 377 bpm 1/2)
50 window at OD9+DT (~10.3): +/- 73 ms (~ 411 bpm 1/2)
50 window at OD10+DT (~11): +/- 66.3 ms (~ 452 bpm 1/2)
As it currently stands, playing high bpm DT maps is much, much better of a gameplay experience because no matter how high you turn up nomod OD to, notelock is way way less forgiving on nomod. Above 335BPM, even on OD11, literally
any early hit on a jump section will result in notelock. Faster maps, such as Psychopath Justice, which is 366bpm, will still be unplayable even at the maximum setting, unless the player purposely hits everything late, adding even more control over cheesing the game mechanics on top of the initial difficulty of being able to play 12* jumps.
I agree that increasing AR cap will help immensely with how easy maps like this would be to read, but it's important to note that
they will still be incredibly frustrating for anyone at their skill level to play if notelock is not reworked.I don't know how hard it would be to convince peppy to change stable notelock to work the way it does in lazer, given that it's a much more difficult change to implement than AR is, but if you managed to convince him to increase the AR/OD cap, maybe there's a chance.