I think the HP system as it stands is a little busted for more intense songs. In EBA/OTO, it works alright. You never have to do streams, so the HP does not fall too fast. With modern Osu maps, there is a problem if the map mostly sliders and or really dense circles. I think it should calculate the average intensity, and give you HP accordingly.
If there is mostly half beats to 120 bpm, then you'd around 100 HP If there is more, like 240 death stream, maybe 400 hp. It will make it more exciting. It could do a better job at recreating those moments in the ds games where you miss a few notes, then you start playing very well. You focus on the beat, get all 300s. You focus on the approach circles, don't misinterpret a note.
I think this should be added with score v2.
If there is mostly half beats to 120 bpm, then you'd around 100 HP If there is more, like 240 death stream, maybe 400 hp. It will make it more exciting. It could do a better job at recreating those moments in the ds games where you miss a few notes, then you start playing very well. You focus on the beat, get all 300s. You focus on the approach circles, don't misinterpret a note.
I think this should be added with score v2.