Kert wrote:
Some examples where this interferes gameplay and is basically bad
https://osu.ppy.sh/b/391228
00:41:383 (6) - http://puu.sh/koPA6/3269df2717.jpg
00:55:328 (2,3) - http://puu.sh/koPF2/8d184182c8.jpg
https://osu.ppy.sh/b/495633
02:18:234 (4,5) - , 00:57:392 (5,6) - They are even hitsounded as if they are circles?
03:43:339 (2,3,4,5,6,7) - Partly silenced sliders everything mixed
Comparing to other sliders it's like... On normal sliders you click at the head and unclick at the tail and this is pretty synchronized to hitsounds
As far as I understood you're supposed to click this short as a circle so ... this leads to unclicking being before the slider actually ends -> you get a hitsound even when you actually didn't do anything at that point. It's very misleading
I'd compare this to clap hitsounds put on sliderticks (don't know if it's allowed now)
I mostly disagree with the examples youve given (besides the 3:43:339, as that feels somewhat weird indeed), since they're just a style thing. Some people prefer mapping a Kickslider instead of a triplet here and there, whether it be because the 2nd beat in the triplet isnt as strong as the 1st and 3rd, or to take some density out of the map. There are many reasons why someone would want to map x over y. "Bad patterns" are subjective.
Though, Im not sure on which side I'd want to be regarding the hitsound on the Slidertail. While I can see that having a louder hitsound on a non-existing blue tick doesnt make any sense, I'd also say that this really depends on the actual usage and map difficulty (For example,
https://osu.ppy.sh/b/541990 is full of these kinds, yet, when playing, you dont really notice them. It just really fits to the map and there really isnt much to complain about (00:35:136 (2,3) - 00:36:492 (2) - ) Even though taking that map as example might be a bit extreme). There are times where I really want to map a Kickslider to add more movement into the pattern because it's the highlight of the song, even though there arent any "very noticable" beats on the blue ticks. It's just a feel thing to me.
And after all, I mean, yea, maybe tell the BNs to be a bit more strict about bad Kickslider usage, but I dont see the point why we're going back and forth with that "kicksliders are bad i dont like them pls ban" and "no they not why you say dat" and "because they bad" and "but they not" ... you get the point.
I also dont know if it has been mentioned yet (or if it's relevant), but Kickslider are also great to support very strong beats that sit on a 1/2 basis. Again, take Neuronecia as example for this and look at 00:33:780 (2,3) - type of patterns. You have a pretty strong beat on the Sliderhead which drags onto the next 1/2 tick. Problem on that example now is, that the coming tick adds another strong beat as well, so it wouldnt be optimal to let the Slider end there (Since Sliderends are "weak"). What do now? Kicksliders do now. That way you can support all 3 beats here. The strong initial hit, the strong drag and the strong second beat.
This^ type of idea is somewhat common nowadays, making these unrankable would be pretty bleh.