funny that the goal of the initial version of scorev2 was to stop people from using no finisher skins when in the tiebreaker even more people are gonna use them than before lolol
that's the truth rip
Catgirl wrote:funny that the goal of the initial version of scorev2 was to stop people from using no finisher skins when in the tiebreaker even more people are gonna use them than before lolol
Very well structured and clearly explained, couldn't agree more.
Alchyr wrote:Just my personal perspective on this twc.
The main purposes of twc should be
A. A place for some of the best players of taiko mode to compete in a FUN and fair way
B. A place for players to watch some of the best taiko players compete
Right now, it doesn't really do these very well.
A. I know there have been plenty of comments that the mappool is way too hard, and it's unfair and unbalanced. I do have to agree with this. The problem isn't just that the maps are hard though, and that players can't pass them. The winning team is still proven to be better. The problem is that, it isn't fun at all. Yes, this is a competition showcasing amazingly skilled players, but it's also a game. Balancing a mappool around the very best players or the goal of "the hardest maps that are still passable" results in a pool nobody likes. People don't play taiko to memorize maps just so they can have a chance of passing them. They play to enjoy the game. Probably. If players are literally unable to pass a map without practicing it, or even unable to pass even if they do, it just results in frustration, and people quitting taiko. Someone I know was frustrated enough to do so. For example, HR Freedom Dive. Only one player, the #1 global taiko player passed it in the Taiwan vs Japan match. It's just... not fun. The mappool should be at a level where most players, playing for the first time, could at least pass. And that's what I would honestly prefer; if maps were revealed on the day of the competition. Then it would actually be a test of reading and skill, rather than who practiced and memorized the pool most.
B. Second, while hard maps are cool and all, do you really think the audience wants to watch people struggling just to pass, or giving up in the middle? It's not fun to play, and it's not fun to watch.
It's fine to have some insanely hard maps, for the groups that can play them. But please, also balance it with more reasonable maps for everyone else, because at its core, osu! is a game. And games are meant to be fun.
Sorry for the wall of text.
Ekoro wrote:i'm fine with having a much harder mappool in general because the past years were just too easy and it could be a matter of shitmissing/accuracy only. i personally think that:
- group stage mappool should be moved to round of 16
- round of 16 mappool should be moved to quarterfinals
- ... and such.
While a lot of players(me included) agree this mappool diff was overboard, mid-higher tier players have gotten tired of easily SSable maps in groups.
Im glad I didnt join after all. The requirement to join TWC is to be >5000 ranks (if Im not mistanken), but the GS mappool this year was unpassable even for >900 ranked players. I dont know what the beatmapchoosers were thinking when they made this mappool, but it ain't fun for players who cant pass them. I'd rather have players SS every single map, if that means I can pass them.
Ayyy but it's not difficult to get past #5000 really and there is no point opening it to lower ranks when the mappool is(ry
Eiuh wrote:However, some people are very underranked (Hydria and PING are participants that come to mind), so I don't see why they wouldn't leave registrations open for lower ranks aswell.