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 greatly impacts high-BPM play because sometimes it is very difficult for players to hit finishers with two fingers. 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? 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".
It's one thing to want to change finishers because players are skinning them out or because they are choosing not to play them with two fingers. But it is wrong to have your combo break because you unable to play the finisher with two fingers. I think having x4 score for two fingers and x1 score for one finger is adequate incentive for players to play finishers with two fingers within their own ability.
Here are two examples (there are certainly more instances of this concept in other maps):
2:04
0:14
This greatly impacts high-BPM play because sometimes it is very difficult for players to hit finishers with two fingers. 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? 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".
It's one thing to want to change finishers because players are skinning them out or because they are choosing not to play them with two fingers. But it is wrong to have your combo break because you unable to play the finisher with two fingers. I think having x4 score for two fingers and x1 score for one finger is adequate incentive for players to play finishers with two fingers within their own ability.