Good evening Osu Community,
As a prologue, I've tried searching for recient topics on the matter under the searches of "drain" and "HP" if I have either missed a result or used inappropriate search querries and skiped a recient post on this matter I deeply apologize and request this thread to be taken down/archived. I am also of sincere belief that this section of the forum is most appropriate for my topic, if I am mistaken on this please move this topic to the appropriate section. Thank you.
I have been playing osu for quite a while now and am starting to feel ready to plunge into the worlds of Hard Rock mod and, although this issue already came to me beforehand it became more and more apparent playing with HR enabled, the HP drain over time especially on high HP levels seems to overstay its welcome from a challenge and become slightly unfair/disturb the game experience.
Many other rhythmgames/ddr's also have HP as a concept of passing/failing a map although most of them work purely based on hit/miss and not over time, which is a fair way of detecting if a player is capable of moving on or the play should be interrupted and considered failed. If the player has too many misses already it's likely to assume his performance will not improve from here.
So I don't think HP needs to be removed, although some could argue that Health/Drain is an unnecessary feature on a game that rates you by score but that's a whole different story entirely, but it needs to be ammended to bring back its sense of challenge. But lets collect first what I personally find a bit disturbing about HP Drain over time.
- Hard Rock becomes a very difficult mod to get into if the base HP exceeds 5-6 raising it to usually 9.8 or 10. A single miss will oftentimes lead to an unescapable failure especially if the map has slower parts in it. This can of course be mitigated with No Fail but this nearly obsoletes the Sudden Death mod and not everybody wants to grind the ability to full combo a song before wanting a ranked score on it. This leads to my second issue with HP Drain.
- Maps that have changes in tempo punish you unequally for mistakes. There is many maps that prove that even slower sections of a song can be mapped challenging but they also become extraordinarily unforgiving since, at least how I notice it, the drain does not accomodate to changes in pace and with a static HP loss over time mistakes during slower parts punish you way harder than the same amount of mistakes in a faster paced portion of the beatmap. This especially turns Hard Rock into Hard Rock + Sudden Death.
Here is what I think could solve this issue:_
Suggestion #1: Make the game never considered a beatmap failed unless the player has an actual MISS (0) hit in critical health.
Most rhythmgames that have no HP over time drain can't be failed without a miss on the note at which the game consideres the song failed. Which makes sense. Iif the player seems to be recovering from his inability to perform why abort the play here? This doesn't put other players at a disadvantage, most highly weighted scores in Ranking Lists are so improved upon that these scenarios never happen on a potential top ranked play.
Suggestion #2: Accomodate HP recovery from Geki/Katu beats to the speed of the song.
Probably one of the more technically difficult to implement changes that gives players a chance if they can consistently get Geki beats to secure themselves an HP buffer for a potential slip up or to reward fast recoveries.
Suggestion #3: Remove HP over time.
This one is obviously the most radical and would probably be difficult to implement with how old the game is but one can argue that simply having HP work on a hit/miss base like many other games could work just as well.
What do you think of the matter? Do you find this issue does not need addressing or do you have another suggestion on how to improve the game on this matter? Feel free to share!
With regards,
Kanri
As a prologue, I've tried searching for recient topics on the matter under the searches of "drain" and "HP" if I have either missed a result or used inappropriate search querries and skiped a recient post on this matter I deeply apologize and request this thread to be taken down/archived. I am also of sincere belief that this section of the forum is most appropriate for my topic, if I am mistaken on this please move this topic to the appropriate section. Thank you.
I have been playing osu for quite a while now and am starting to feel ready to plunge into the worlds of Hard Rock mod and, although this issue already came to me beforehand it became more and more apparent playing with HR enabled, the HP drain over time especially on high HP levels seems to overstay its welcome from a challenge and become slightly unfair/disturb the game experience.
Many other rhythmgames/ddr's also have HP as a concept of passing/failing a map although most of them work purely based on hit/miss and not over time, which is a fair way of detecting if a player is capable of moving on or the play should be interrupted and considered failed. If the player has too many misses already it's likely to assume his performance will not improve from here.
So I don't think HP needs to be removed, although some could argue that Health/Drain is an unnecessary feature on a game that rates you by score but that's a whole different story entirely, but it needs to be ammended to bring back its sense of challenge. But lets collect first what I personally find a bit disturbing about HP Drain over time.
- Hard Rock becomes a very difficult mod to get into if the base HP exceeds 5-6 raising it to usually 9.8 or 10. A single miss will oftentimes lead to an unescapable failure especially if the map has slower parts in it. This can of course be mitigated with No Fail but this nearly obsoletes the Sudden Death mod and not everybody wants to grind the ability to full combo a song before wanting a ranked score on it. This leads to my second issue with HP Drain.
- Maps that have changes in tempo punish you unequally for mistakes. There is many maps that prove that even slower sections of a song can be mapped challenging but they also become extraordinarily unforgiving since, at least how I notice it, the drain does not accomodate to changes in pace and with a static HP loss over time mistakes during slower parts punish you way harder than the same amount of mistakes in a faster paced portion of the beatmap. This especially turns Hard Rock into Hard Rock + Sudden Death.
Here is what I think could solve this issue:_
Suggestion #1: Make the game never considered a beatmap failed unless the player has an actual MISS (0) hit in critical health.
Most rhythmgames that have no HP over time drain can't be failed without a miss on the note at which the game consideres the song failed. Which makes sense. Iif the player seems to be recovering from his inability to perform why abort the play here? This doesn't put other players at a disadvantage, most highly weighted scores in Ranking Lists are so improved upon that these scenarios never happen on a potential top ranked play.
Suggestion #2: Accomodate HP recovery from Geki/Katu beats to the speed of the song.
Probably one of the more technically difficult to implement changes that gives players a chance if they can consistently get Geki beats to secure themselves an HP buffer for a potential slip up or to reward fast recoveries.
Suggestion #3: Remove HP over time.
This one is obviously the most radical and would probably be difficult to implement with how old the game is but one can argue that simply having HP work on a hit/miss base like many other games could work just as well.
What do you think of the matter? Do you find this issue does not need addressing or do you have another suggestion on how to improve the game on this matter? Feel free to share!
With regards,
Kanri