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.
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.