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Drain speed too high

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oblious1
Hey guys,

So I've been playing casually for a little while (couple months, ~800 plays or so) and overall loved the game. The one thing I've noticed that's a consistent problem is the speed at which some map's health bar will drain. Please note I am NOT talking about how much health is lost/gained by hitting/missing notes. But rather times when the song has become so slow that you'll lose even while on a note streak, between hitting notes.

I know there's options such as no fail, or manually editing the difficulty slide under the edit menu, but I don't necessarily want to edit every map I play you know?

My biggest problem rests here, I'm currently in a gray area when it comes to the difficulties I can play. Meaning I can play hard difficulty songs and some insane difficulty songs. The hard difficulty songs feel almost too easy to be entertaining (the reason I even play osu!), so the insane difficulty is where I tend to reside these days. In some of those songs it seems like the only way to keep up the health bar is by hitting ~90% of the notes with a 300 or better, hitting 100's keeps your bar at the same place and 50's actually hurt you. But again, the amount of health gained/lost by hitting notes isn't really my issue. It's the rate at which the health drains, which can make certain parts of songs un-passable unless you've hit 90% of the notes leading up to it.

It's just so incredibly unsatisfying to be practicing a song, and get past a hard part that you hadn't been able to pass before, just to have the song lose itself during a slow part, even if you don't miss any notes during said slow part. It kills motivation to play the song, and the game as a whole. Because if you can't have fun playing the game, why are you playing it?

It's even affected the way certain beatmaps were created, making the threshold of an insane difficulty song that much higher. What I mean by this is some creators have to add in additional non-needed notes in order to keep up with the drain speed of the song. A good example of this would be with the map Invisible - Eminence & soulero, although this isn't a ranked and approved map, the principle holds strong and gives the best example of what I'm talking about . In the beginning of this song we see multiple occasions where triple notes are mapped, yet seem to have no affiliation with the song. Meaning you have to hit the notes, but they don't adhere to the actual beat of the song like they should. This shouldn't happen, creators should be able to make maps with notes that conform to the beat/rhythm of the song without worrying about having to set the difficulty too low, which could result in low play counts by the more serious players.

In my opinion, the best way to combat this would be by only making your health bar be affected by the accuracy of the notes hit. The amount gained\lost by hitting/missing notes can stay the same, I just don't want to lose a map because the song slowed down. Imagine you've practiced a song ~100 times and lost at the same point each time, and then you finally get past it. Awesome right? Wrong, because now the song is going to slow down to a crawl and even hitting notes at 100% wont save you. Let my loss be caused by something I did, like missing notes. I feel like I'm being punished for playing songs that have slow sections, just because of the drain rate.
E m i
Yeah, I agree. While you're at it I think there should be some artificial limiter as to how quickly you can lose your hp, so that misaiming once on a spaced stream (there's no way you will miss just once) doesn't kill you instantly (misaim one jump - no problem)
Deva
You are just playing stuff thats too hard for you, i stopped paying attention to HP long ago and it doesnt affect me in any way.

Momiji wrote:

Yeah, I agree. While you're at it I think there should be some artificial limiter as to how quickly you can lose your hp, so that misaiming once on a spaced stream (there's no way you will miss just once) doesn't kill you instantly (misaim one jump - no problem)
But what if that stream is only hard part of that map? You SS the rest of the map, fail the stream and you get metric fuckton of pp you dont deserve. I think its good as it is because if you miss multiple notes in a row you deserve to fail no matter the pattern.
E m i
the pp part is a separate topic altogether. there are other things to talk about xd
for example the location of the stream is the main factor in pp gain. if it's in the middle you're not getting shit.

but well, I'm just saying. I can't pass 6.5 star spaced stream maps hehe
if it's a jump map and an optimal bpm like 240 then 8 star is easier to pass. because misses will be more evenly distributed, and not everything in a row.
well, this is unrelated and not really an argument. but it's still a thing that misaiming once usually yields several misses on streams. i don't even know how often it is due to notelock but it's a problem kind of
-Makishima S-
Only one map where i experienced this problem was Dream Desire by happy30 and everyone who played this map know why 8-) fuck you happy30 ffs shitty spinner

Sorry OP but you are doing something wrong. Map cannot be ranked if it cannot be FCed nomod.
HP drain is in 99% times proper, it's just you who cannot properly play. Simple.
Rivalax

HK_ wrote:

You are just playing stuff thats too hard for you, i stopped paying attention to HP long ago and it doesnt affect me in any way.
I agree, if you fail it's most likely because YOU failed, not the game, at least on ranked and approved maps.
chainpullz

Rivalax wrote:

HK_ wrote:

You are just playing stuff thats too hard for you, i stopped paying attention to HP long ago and it doesnt affect me in any way.
I agree, if you fail it's most likely because YOU failed, not the game, at least on ranked and approved maps.
I don't think you've spent enough time playing HP10 OD10 to be qualified to say something like this.

Tbh though you can just play with NF if it really bothers you. You're not going to get a top rank on a map you can't pass anyways. Any map where you "could" would be filled with better scores from other people who "could" if the drain was lower.
_handholding
Someone told me to visit cookiezi's bedroom to get better, maybe you can try that

Rilene wrote:

I would recommend you to move specific location.
Cookiezi's bedroom will give you instant Road of Resistance HR FC so try book a ticket to South Korea and ask him for the address to his house.
Minhtam

Kisses wrote:

Someone told me to visit cookiezi's bedroom to get better, maybe you can try that

Rilene wrote:

I would recommend you to move specific location.
Cookiezi's bedroom will give you instant Road of Resistance HR FC so try book a ticket to South Korea and ask him for the address to his house.
Are there girls in cookiezi's bedroom?
N0thingSpecial
I kinda think it depends on what is the purpose of the slow part, if it's a break sure I think lower HP drain is justified, but if it is something like a build up, then I don't think lower HP drain is justified. But since there's no system to differentiate the two it would easier to say "you're bad" and move on with your life
pikachu9
i hate it that when i miss once on most of my map the health bar goes down by half
Wimpy Cursed
play hr
WitherMite
8 years
anaxii

WitherMite wrote:

8 years
and?
Voidedosu

Anaxii wrote:

WitherMite wrote:

8 years
and?
People have better things to do that this, necro-er included. LIke actually reading or making their own post.

Speaking of,

pikachu9 wrote:

i hate it that when i miss once on most of my map the health bar goes down by half
You're playing stuff too hard for you, then.
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