Was going to do a bigger post
complaining talking about combo based scoring but I'll leave that to some other time. So instead here's some stuff on spinners and mod multipliers.
Gameplay: [smoogipooo] Reduce osu!catch ScoreV2 banana value from 500 to 350.
Don't disagree with nerfing the value though not sure this is the way to go. The more spinners in a map the bigger the potential score bonus is and could really come to overshadow individual notes. The percentage of your score achieved by spinners is considerably larger in ScoreV2 compared to ScoreV1 and this percentage will grow with non-fc plays. Comparing two fictional scores with roughly realistic numbers because ScoreV2 can only be tested in a multi
- ScoreV2 - 500/1000 combo, 500,000 points + 150 bananas caught worth 52,500 for a total of 552,500 - A roughly 10% increase from bananas
- ScoreV1 - 500/1000 combo, 10,000,000 points + 150 bananas caught worth 165,000 for a total of 10,165,000 - A roughly 1.5% increase from bananas
There's a much bigger emphasis on bananas in ScoreV2 compared to ScoreV1 and probably too much. Currently in ScoreV1 spinners only really have an impact on full combo plays, a higher combo beats a higher spin almost all the time. A system similar to that of droplets in ScoreV2 with a maximum amount of points and then scaling the value of each banana based on the number of bananas in the map might help things getting out of hand on spinner heavy maps. However too small a cap may leave spinners feeling unrewarding and too high a cap still has bananas contributing a high total percentage of a score.
Now I don't have the brain to figure out the maths behind this (or any maths) but could the value of bananas be tied to combo? Say a base value of 100, scaling up to 500 based on the maximum combo of the map, so holding a full combo with a spinner at the end would have each banana would be worth 500, whereas if someone only had half max combo at the end they would be worth 300ish.
Also wanted to talk about mod multipliers, was hoping to see some others express opinion on this but I don't see that happening until CWC starts and it's too late to change anything
As I said in an earlier post, DT buff is great but it's arguable it's too high now. Depending on the map, DT can be considerably harder than HR but the opposite is also true and even a HDHR play is worth less than a DT play. A safe decision could be to make the multipliers the same for DT and HR.
More on topic, I see HD is allowed again in the HR and DT pools, nice for those who play with it but a disadvantage for those who don't. Would be nice to see HD not give a score bonus on these maps to keep things fair, it's not the HDHR and HDDT pools afterall but this didn't happen last year so I doubt it will this year.