This is something that's been irking me for a while, and I'm not sure where else to post it.
It's also something I could go on an endless rant about, so I'll try to keep it short and get straight to the point.
The point is, that Hard difficulties, in my opinion, either shouldn't have 1/4 streams at all, or be very limited in their usage of them.
Of course this kind of thing is highly subjective, and kind of depends on the BPM - like how some songs are below 100 BPM and 1/4 streams would easily be singletapped, even on a touchscreen using a driver that isn't customized for this kind of thing.
See, the thing is, a Hard difficulty can easily be hard without having 1/4 streams at all if you use appropriate jumps and kind of tricky patterns.
Of course I don't mean to say you should go and hide sliders/notes, but use a kind of patterns that requires a certain amount of skill to get through without breaking your combo.
Though there's the thing about how to define a hard difficulty, some mappers may consider hard difficulties easy if they don't have 1/4 notes; I know I do, but I could also be considered a very skilled player, and so could said mappers.
Do we have any specified criteria for what makes a Hard difficulty Hard ? Or is that entirely up to the mapper's/modder's judgment ?
I looked through the FAQ to see if I could find anything there, but all I found was this.
I might be blind, so please correct me if there is a thread with them somewhere.
Either way, I believe that the hardest difficulty in a mapset should be mapped in a way that feels the most natural to the song, and lower difficulties should be modeled after that, thus not making a difficulty that's too hard to fit the song.
To finish off, I'll give two examples of Hard difficulties that I personally think are great Hards;
1. Haduki Yura - The Last Queen [Odaril's Hard]
2. Queen - Don't Stop Me Now [Hard ROCK!]
The two use very different mapping styles, but neither have any 1/4 streams. I think that is all.
Keep it civilized please; This is supposed to result in a friendly discussion, not a flamewar.
It's also something I could go on an endless rant about, so I'll try to keep it short and get straight to the point.
The point is, that Hard difficulties, in my opinion, either shouldn't have 1/4 streams at all, or be very limited in their usage of them.
Of course this kind of thing is highly subjective, and kind of depends on the BPM - like how some songs are below 100 BPM and 1/4 streams would easily be singletapped, even on a touchscreen using a driver that isn't customized for this kind of thing.
See, the thing is, a Hard difficulty can easily be hard without having 1/4 streams at all if you use appropriate jumps and kind of tricky patterns.
Of course I don't mean to say you should go and hide sliders/notes, but use a kind of patterns that requires a certain amount of skill to get through without breaking your combo.
Though there's the thing about how to define a hard difficulty, some mappers may consider hard difficulties easy if they don't have 1/4 notes; I know I do, but I could also be considered a very skilled player, and so could said mappers.
Do we have any specified criteria for what makes a Hard difficulty Hard ? Or is that entirely up to the mapper's/modder's judgment ?
I looked through the FAQ to see if I could find anything there, but all I found was this.
I might be blind, so please correct me if there is a thread with them somewhere.
Either way, I believe that the hardest difficulty in a mapset should be mapped in a way that feels the most natural to the song, and lower difficulties should be modeled after that, thus not making a difficulty that's too hard to fit the song.
To finish off, I'll give two examples of Hard difficulties that I personally think are great Hards;
1. Haduki Yura - The Last Queen [Odaril's Hard]
2. Queen - Don't Stop Me Now [Hard ROCK!]
The two use very different mapping styles, but neither have any 1/4 streams. I think that is all.
Keep it civilized please; This is supposed to result in a friendly discussion, not a flamewar.