Quote: tailsdk
To be honest it's quite useless for being so, not to mention the SR system is broken and pushing a rule over that is completely absurd, and yes, Hard can be count as easier Insane already, and it's depending in the song with the top diff's patterning in thus to compares the amount of notes using between diffs is reasonable or not for the spread itself.
The terms of Light/Easier diff of the main diff with the same icon would only make senses whenever it does need a diff between it to fulfill the spread
Example: Normal / Hard / Light Insane / Insane / Extra (1,94* / 3,21* / 5,1* / 5,07* / 5,87* ) - And remember that SR isn't matter
Or else wouldn't make it on the right term
Bad example: Normal / Hard / Light Insane (1,78* / 2,9* / 3,82*) and meanwhile why Insane is the only diff have the light name while the other didn't? I remember there was once time people using the "+" term for diffname too in the same case and ended up have to DQ to remove that because obliviously it only have one diff on the same icon.
TLDR: using chord or not is depending on how you control your spread, and you got the point of "harder" insane and "light" extra shouldn't be included, but as MEGAtive said, I also don't see any one in the ranked map done that before (Or I did, maybe is Identity Part 3), but in that case, it's more on "patterning and BPM" instead, and since hard isn't even possible for 1/8 (for example: 180 tempo), adding chord between 1/8 on insane will make you needs to have 2 Insane diffs to fulfill that anyway.
Difficulty Specific
- Insane Guidelines
Using jump trills of any kind that lead to a hand is discouraged. Unless a beatmap uses jacks frequently or other complex patterns frequently, this pattern is difficult to hit at a moderate to high speed. For 4K, this creates a mini jack that drastically increases the pattern difficulty. If a hand is really necessary, delete the note before it that would create the mini jack.
Why?
From then till now I have no problems in trying it and yet I saw most to everyone can do it perfectly to frequently in mapping.
Not only because it's now common that makes everyone can stick it with it in every maps but also for some reasons
But first, jumptrill with hand
[12] [34] [123]
[12] [34] [124]
[13] [24] [123]
[13] [24] [124]
[14] [23] [123]
[14] [23] [124]
Thus the opposites
Not to mention other possibilities as
[12] [24] [134]
[12] [23] [134]
...
And don't forget, 4K is not the only keymode have jumptrill
And why you need an extra note?
First in musical logic, if the bass continuously and have no changes in the volume, you can stick with 2 notes jumptrills for challenge and specific the difficulty of the map, and second is the cymbal after it, and yes it's common in most songs, making it 2 notes and classify it being the same with the bass/snare next to it is quite absurd because, kick/snare already 2 notes while cymbal + kick/snare should have higher amount of notes, when normal kick/snare regularly with jumptrill of 2 notes.
I would say it's more of the song itself, if it sounds lighter and you put the same jumptrill wouldn't make senses, meanwhile if its building up stronger and you delete a note before it would make any senses either, it lost the purpose of it, and thus, for consists between parts with that same kind of sounds. However, it's being more on the mapper's judgment of his/her's map as well, restricting something that already happens over the years would be pretty absurd since literally nobody to a real small amount of people did complains to it, over than that, I have never seen other having trauma from passing it during qualified section and yet I user it pretty common, even [12] [34] [1234] (so does 7K).
Mapping it in a freedom way, let the mapper choose what is the best for the map, but yet needs to be reasoning for it, as I mentioned above, so this guideline is quite useless imo.
And, I think I will post some opinions as well when I got the time