err yea, literal rhythm does sounds like that, so i guess i'll change part for 01:59:254 (2,3) - 02:11:885 (2,3) - 02:18:201 (2,3) - 02:19:780 (2,3) - but simply ctrl+g feels weak tbh since my original is to make 01:59:648 - the only active for closure after slider, and adding two circle after slider kinda overshadow the emphasis both on mentioned timestamp and contrast between latter object such as 01:59:912 (5,6,7) - . so i guess i'll change the part to strengthen the adjusted rhythm.
i'll keep 02:05:570 (2,3) - as it is since variety won't hurt and this part isn't exactly the main melody
im p sure insane just forgot to adjust the HP. will change to 4.5 for now
for top diff, i kinda wanna make the HP reflect the map's difficulty progression. for slow section there's lesser object but decreased difficulty, so it's technically are easier section, but a slight slip up could bust out the HP bar with minimal recovery objects. contrary to that, chorus have many recovery window because of how dense the objects + many NCs, but a slight slip up could pretty much spell a fail gameplay because of how the chorus section are constructed. the HP are directly related to the map's concept, but not the song.
but since the expert only have 5 HP, i will readjust the top diff to 6 to not make an unnatural spread setting.
i don't know if we're looking at the same file but, i tried checked it myself, the spectrum looks fine, just open this again after double check or another peep get same issue [*](https://fuyulia.s-ul.eu/dHTq5Cf2)
it does follow vocal buildup to some extends. the variety are kinda funny too XD
doing same thing as 01:30:950 (5,6) - aren't quite right since this is a flat-conclusion pattern while the 01:34:629 (4,5,6,7) - are supposed to be buildup. both are rhythmically different, so your suggestion aren't exactly fit the scenario.
i'll change to smth else if other people have similar issue
i personally don't mind higher od if u think it's okay xD
i just default 7 for every insane i make for flexibility (either for playability and/or spread progression)
im p sure player at this level could easily differentiate stack between 1/1 1/2 1/4 already on default setting, especially when the section are pretty lenient