Both of these examples are possible with any playstyle. There's also a recent video in the video thread of someone doing Loctav's looming map on v2 which is significantly harder.k3v227 wrote:
Another point to consider about finishers causing a combo break:
Here are two examples (there are certainly more instances of this concept in other maps):
2:04
0:14
This is almost on equivalent of saying 300+bpm maps should be banned because lower skill level players can't play that fast, or that LN's shouldn't break combo in mania because some players can't hold notes while pressing others. To add to that, they most certainly CAN fix it by improving their skill at that mechanic (aka: 'getting good').k3v227 wrote:
Not every taiko player has the same skill, ability, and playstyle so it's unreasonable to arbitrarily define "high-BPM play" because it's relative for every player. For some taiko players this is 180BPM, and for applerss this is 380bpm (LOL). So if a lower-skilled taiko player is struggling to hit finishers at 180BPM it's wrong to just tell them to "get good" and "play the game properly" because they can't in that moment. Why should they be penalized for something that they can't fix?
I'm still waiting to see a map that has impossible to hit finishers that isn't a convert. So far every map I've been linked is possible with proper reading and finger coordination. 300bpm+ is reaching an extremely fast speed for most players at high level (barring players like yu / applerss / a few others), so of course hitting finishers at that speed is hard, playing anything at that speed is hard irrelevant of finishers, especially considering the rules around them completely preventing players from having to (excuse mania terminology) do jacks at all unless there are multiple finishers in quick succession.k3v227 wrote:
You can extend this to a higher-skilled player struggling to hit finishers at 300BPM. Telling them to "get good" and "play the game properly" absolutely wouldn't make sense here because where do you draw the line? At what BPM is it acceptable to not play finishers with two fingers because it's too difficult? You can always tell any player to just "get good" because they can improve over time, but that line of thought has no place in determining game mechanics; that people need to just "get good".
Now I want to say I do agree single hits shouldn't break combo so long as the 4x multiplier stays (to prevent breaking old plays if the new system does get put into place and for gimmick maps to still be possible to create), but can we please not use reasoning pertaining to some players not having the skill to do it as an argument?