I know, and this is kinda what I mean, FI's design is flawed whether it's "growing" too far, from too high starting point or "growing" at all.
I have heard before that with v2 optimizations for next MWC there can be changes in mods, so I would suggest making both hidden and fadein either grow but from much higher point and not as far up/down or just be stable at like 2/3 up/down of the way from your hitposition to the edge of the screen and (this has to be done to make FI even semi viable) fixate cover of FI/HD to hitposition.
This is the main reason why FI is so hard to most, you can deal with the growing in various ways (like even putting a shirt on monitor) but it grows too far down to be able to handle dense patterns since you have to drastically lower your speedmod.
Talking about mods and score multipliers - after watching the last MWC I do think that both HR and FL/FI/HD should actually have the same multiplier and have the multiplier be 1,06x since up until finals (and even at that stage there were maps where this applied) using HR on freemods was nearly always a net positive. It was actually quite hard to get a lower score using HR than you would using nomod, because the score buffer on HR was more than enough to cover for lower acc. HR should be a risky mod for those who are REALLY confident they can do well on a map. That multiplier also made visual mods (FL there, but I'm talking about all for the sake of the future) unviable unless you were doing HR already, due to the lower multiplier. There should be multiple tactical avenues you can take on that and FL vs HR for example should be a good one.
I am aware that there are players that can do better with FL/HD/whatever than nomod, but that kinda eliminates them from nomod bracket, so it's another wrinkle on the player picking strategy for the capains which is nice.
Also there is a biiiig problem as explained before with LN drain being too high (both start and end drain the same amount of hp as normal notes which is a killer, imo it should be about 70% for the start and 30% for the release), MAX:300 ratio being underrated as fuck:
I have heard before that with v2 optimizations for next MWC there can be changes in mods, so I would suggest making both hidden and fadein either grow but from much higher point and not as far up/down or just be stable at like 2/3 up/down of the way from your hitposition to the edge of the screen and (this has to be done to make FI even semi viable) fixate cover of FI/HD to hitposition.
This is the main reason why FI is so hard to most, you can deal with the growing in various ways (like even putting a shirt on monitor) but it grows too far down to be able to handle dense patterns since you have to drastically lower your speedmod.
Talking about mods and score multipliers - after watching the last MWC I do think that both HR and FL/FI/HD should actually have the same multiplier and have the multiplier be 1,06x since up until finals (and even at that stage there were maps where this applied) using HR on freemods was nearly always a net positive. It was actually quite hard to get a lower score using HR than you would using nomod, because the score buffer on HR was more than enough to cover for lower acc. HR should be a risky mod for those who are REALLY confident they can do well on a map. That multiplier also made visual mods (FL there, but I'm talking about all for the sake of the future) unviable unless you were doing HR already, due to the lower multiplier. There should be multiple tactical avenues you can take on that and FL vs HR for example should be a good one.
I am aware that there are players that can do better with FL/HD/whatever than nomod, but that kinda eliminates them from nomod bracket, so it's another wrinkle on the player picking strategy for the capains which is nice.
Also there is a biiiig problem as explained before with LN drain being too high (both start and end drain the same amount of hp as normal notes which is a killer, imo it should be about 70% for the start and 30% for the release), MAX:300 ratio being underrated as fuck:
Ciel's post explains some of the issues as well: link for convenience sake.Kempie wrote:
Since there's not much left to discuss about ScoreV2, I'll just post this interesting MWC match to remind the devs on the severity of MAX's being underrated:
Other scores left out for brevity.