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anybody ever feel like easy (mod) is harder to play?

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179bpm
i think that the decreased approach rate makes it harder to read
UPR
I think a lot of the player base does. It's why plays like Deconstruction EZHD are so wild, take an already weird map and make it more complicated, or something like Chronostasis EZ, an already difficult map and turns it into something more, are so impressive
anaxii
The only problem with EZ is the lower AR, which makes the map extremely hard to read the more circles appear on screen.

Low AR + High stars = bad
Rezq Gokou

I AM VERY SMART wrote:

The only problem with EZ is the lower AR, which makes the map extremely hard to read the more circles appear on screen.

Low AR + High stars = bad
Git gud /j
anaxii

Rezq wrote:

I AM VERY SMART wrote:

The only problem with EZ is the lower AR, which makes the map extremely hard to read the more circles appear on screen.

Low AR + High stars = bad
Git gud /j
Git gud /srs
MrMcMikey22
I feel like ez mod can be easier even on higher diffs, but that's only when I really suck at jumps and oh my there are plenty of 4*s that have jumps that I can't hit... ;_;

However I've also gotten used with this low ar, because I played a lot of normal diffs and a looooot of old diffs too, no matter how bad some of them are, they were still somewhat important, so that I could actually guess the rythm easier.
Voidedosu

I AM VERY SMART wrote:

The only problem with EZ is the lower AR, which makes the map extremely hard to read the more circles appear on screen.

Low AR + High stars = bad
That's really it, though. Because of how note-dense the higher SR's are, increasing the number of notes you have to deal with at once makes it significantly harder to parse and play properly. That's why Hyperspeed is often used in GH/RB, as that has a similar effect to increasing the AR by reducing the number of notes visible on-screen (Just not when you're supposed to hit them). I never really used it myself, though.

Technically, if it's nothing but streams or full-screen jumps with minimal overlap, it wouldn't really affect the difficulty (and arguably would make it easier due to the lowered CS and lowered OD). However, with maps that have a lot of overlapping patterns that becomes a far bigger obstacle. It's kinda the inverse of high AR making some low SR maps harder because the lack of note density combined with less reaction time makes pattern recognition harder.
nominomu
ez is harder to play with for almost all maps imo, but there are some exceptions such as beatmapsets/1729139#osu/3533781 (cs 10 map)
anaxii

nominomu wrote:

ez is harder to play with for almost all maps imo, but there are some exceptions such as beatmapsets/1729139#osu/3533781 (cs 10 map)
Of course if the CS is high asf, EZ is literally the only option lol
okkayowoyakko
lower ar makes more circles appear on screen at a time causing alot of clutter and overlapping which can be hard to read especially with hd as the circles disappear for a longer time making it seem like your tapping on air.

Ez mod can make most maps require more dense note reading and a reading challenge if it isn't already. Ez can also become easier with maps too with small circles, close to ar0 + high OD maps or high bpm stream/burst maps which is easier to mash. It's great for memorizing with fl too.

With other gamemodes though EZ is pretty ez lol

Edit: In Taiko the ar does become slower and requires you to read more at a time but it's still not as hard since the accuracy isn't as demanding
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