I don't see how non "rhythm" elements are a bad thing. Many people are attracted to this game because of the aim elements of the game e.g. fps/moba players. Its also kind of weird how people separate "rhythm" and "aim" in this game but in reality you have to aim to a rhythm by moving your cursor. You wouldn't call drumming an aim based instrument but its sort of similar where the surface of the drum is the hit circle and you aim the stick to hit the drum at the right time. The difference in osu is the actuation is not caused by the aiming hand (for most play styles) which can make game play feel disjointed at times.
The problem is simple rhythms have an advantage for getting pp because pp is calculated based on note spacing, density, size and hit window. Note complexity does not factor into the calculation. However pp is only one way people are ranked, many non aim based maps have easier leader boards which objectively reward rhythm focused players. It would be good to have a better pp algorithm that mathematically incorporates rhythm complexity e.g. [1] but since leader boards for songs exist I don't feel like its a large issue. Including a mathematical model for music complexity might change the game for the worse.
TLDR: quit standard, play mania
[1] http://citeseerx.ist.psu.edu/viewdoc/do ... 1&type=pdf
The problem is simple rhythms have an advantage for getting pp because pp is calculated based on note spacing, density, size and hit window. Note complexity does not factor into the calculation. However pp is only one way people are ranked, many non aim based maps have easier leader boards which objectively reward rhythm focused players. It would be good to have a better pp algorithm that mathematically incorporates rhythm complexity e.g. [1] but since leader boards for songs exist I don't feel like its a large issue. Including a mathematical model for music complexity might change the game for the worse.
TLDR: quit standard, play mania
[1] http://citeseerx.ist.psu.edu/viewdoc/do ... 1&type=pdf