HR route vs DT route

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Topic Starter
BlLL
I see on this forum that a lot of people say that after mastering no-mod, one should start playing DT first before HR. Is there a reason behind this other than the fact that DT gives you easier PP?
KupcaH
Who said that?
Topic Starter
BlLL
This thread gave me the impression that DT should be prioritized over HR after no-mod.

t/595500
dokidokiloIixx
HR will set AR to 10 as long as the base AR of the map is 7.5 or sth while DT changes AR 8.5 to 10 and higher to >10 only so it won't have that much of an effect on your reading as HR on lower level of play. However if you find HR fun play it just don't overuse it to the point you can't read nomod anymore.
Yukitemi
HR harder to learn than DT due high and spiky change in AR( and also small notes), while DT makes it's AR change smoother.
So yeah, basicaly learn DT first then HR. It's not because of easy pipi(actually, I pretyy sure it's the actual reason for some ppl)
1Alone
It's because of the high od and cs, DT generally only affects bpm and the AR, while with HR it changes the whole song elements completely (higher OD, AR, CS and HP + the song pattern is changed a bit/upside down). Playing HR directly is hard because of the high OD and HP drain, causing you to fail a lot faster compared to DT ones (unless you mastered high OD before) and higher cs requires you to have more accuracy over your aim compared to the normal cs4 mapping style. Smaller circle (cs5) also cause the apporach circle to travel longer than bigger ones (cs4), making them look faster compared to cs4. People use DT to get used to AR10 first (AR8 + DT), then they move on to HR mod, I personally think that playing DT is better to learn AR10 compared to playing HR, as HR completely changes the song elements (Tho singletapping speed might be a problem when entering DT)
ManuelOsuPlayer

Yukitemi wrote:

HR harder to learn than DT due high and spiky change in AR( and also small notes), while DT makes it's AR change smoother.
So yeah, basicaly learn DT first then HR. It's not because of easy pipi(actually, I pretyy sure it's the actual reason for some ppl)
For me DT it's hardest than HR. I can't find logical rythm playing DT. I can play it anyways If i turn music to 0 and play the map a couple times, but it's no sense do that. Maybe it's just a personal preference based on what it's easier to you, and what you like.
Yoppi
I also think its just a matter of preference or map you're playing. At lower levels, it seems as if more players gravitate towards DT because adjusting to a sped up beatmap may be easier than having to deal with altered CS, OD, and AR.

Every single map I practice eventually gets the HR mod, just because my accuracy (as in cursor precision) is much better than my speed. Ironically, my timing is not as perfect, but hopefully that's something that will improve over time.
Tae

ManuelOsuPlayer wrote:

For me DT it's hardest than HR. I can't find logical rythm playing DT. I can play it anyways If i turn music to 0 and play the map a couple times, but it's no sense do that. Maybe it's just a personal preference based on what it's easier to you, and what you like.
I don't see how you can't find a logical rhythm when playing DT when it's just the same rhythm but faster. That's literally as logical as it can get. HR just makes everything harder, so surely wouldn't this be the illogical route...?

Anyway, whether you go with DT/HR is entirely up to you, although HR does come with high OD in a lot of maps, so will take more getting used to.
Sayorie
HD route
N0thingSpecial
Anything lower than ~220BPM after DT is is basically no mod as those BPM appear more often in no mod, so that's where the concept that DT before HR comes from, in that context DT is like a bad stepping stone for HR.

The real DT route is playing anything that's above that BPM
tokaku
HR HR GOOD GOOD GOOD
Jukkii
If were talking in the very long run, DT could be better, as the same maps with DT are harder than they are with HR (exceptions may apply, like CS9.1 maps). DT is also way closer to the "endgame" ("real endgame" is DTHR, but thats a very specialized skill).
chainpullz

N0thingSpecial wrote:

Anything lower than ~220BPM after DT is is basically no mod as those BPM appear more often in no mod, so that's where the concept that DT before HR comes from, in that context DT is like a bad stepping stone for HR.

The real DT route is playing anything that's above that BPM
Not "real DT"
https://osu.ppy.sh/b/758298 :?:?:?:?:?
N0thingSpecial
Do I have to put an asterisk on everything I type and say "with some exceptions" like bruh some no mod maps play like DT maps hurr durr routing
dokidokiloIixx

1Alone wrote:

It's because of the high od and cs, DT generally only affects bpm and the AR, while with HR it changes the whole song elements completely (higher OD, AR, CS and HP + the song pattern is changed a bit/upside down). Playing HR directly is hard because of the high OD and HP drain, causing you to fail a lot faster compared to DT ones (unless you mastered high OD before) and higher cs requires you to have more accuracy over your aim compared to the normal cs4 mapping style. Smaller circle (cs5) also cause the apporach circle to travel longer than bigger ones (cs4), making them look faster compared to cs4. People use DT to get used to AR10 first (AR8 + DT), then they move on to HR mod, I personally think that playing DT is better to learn AR10 compared to playing HR, as HR completely changes the song elements (Tho singletapping speed might be a problem when entering DT)
DT also changes OD bc of the weird DT calculation thing or w/e
_Meep_
take the hd route :)
Caradine
hd get out
Buster
Where is HD route D:
Sayorie

Lolinator2000 wrote:

Where is HD route D:
You can't see it, it's hidden. It's harder to see even with a flashlight.
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