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Digitalfear117 wrote:why does top diff have lower HP than insane? and then why is the AR and OD the same on Hard and Insane? - unintentional errors
- O I would use HP 5 on Finale, and AR/OD 8 on Hard -
- X The bitrate of this mp3 is below the rankable amount of 128kbps - audio is taken directly from it's source on newgrounds, there isn't a higher bitrate version out there
Easy: - O 01:12:015 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,1) - I understand wanting to increase the difficulty on the second kiai in order to have progression, but you have represented the exact same sounds in a much harder way compared to the first kiai, which I think is unacceptable even from a progression standpoint. This feels like difficulty creep to me, and the map suddenly turns into a Normal. I really do not like this. - yep, fair, i removed some of the objects to give players more time to hit them - 01:12:765 (2,3,2,3)
Normal: - ? 00:09:015 (1,2) - these collide with the hp bar - i have no clue what to do about these tbh… - ? 00:16:515 (4,5) - ^ - ? 00:33:015 (1) - ^ - O 00:40:515 (5) - I feel like sliders with this many reverses is confusing for new players, especially since sliders is what new players find the most difficult. I would end the slider at 00:41:077 (meaning it only has two reverses) and then place a new circle at 00:41:265 (6) - and 00:41:640 (7) - to break this up a little - yea, fair, decided to extend the slider and make it only one repeat and have a circle afterwards - ? 00:44:827 (1,2) - ^ - X 01:12:015 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1) - Same exact issue as the Easy, it suddenly turns into an Advanced in the back half with it's rhythms. This especially doesn't make sense that the two lower diffs do this, when the Hard/Insane diff does not exhibit this issue. So you can't even say it's just the gimmick imo. - i don't think it's an issue on this difficulty tbh, it plays out similarly to the first kiai, spacing isn't different, the only thing here is having some more notes to tap, so i won't change this one
Insane: - O 00:29:077 (4,5,6,7,8,9) - This feels really sloppy to play, as each note is following a completely different sound, especially when you then choose to ignore 00:29:827, same with 00:59:077 (1,2,3,4,5,6) - yep, that one's bad, fixed
Finale: this diff has major progression issues compared to the insane in terms of active rhythms - O 00:06:015 (1,2,3,4) - this is simplified compared to the insane which is more active with 00:06:015 (1,2,3,4,5) - I would swap these - not swapping these, but making Finale more active - O 00:09:577 (4,5,6,1,2,3) - simplified compared to insane 00:09:671 (3,4,5,1,2,3) - fixed - O 00:11:077 (4,1) - simplified compared to insane 00:11:077 (5,6,7,1,2) - fixed - X 00:22:983 (6,7,8) - simplified compared to insane 00:22:983 00:22:983 (6,7,8,9) - i believe it's more difficulty than the other one so i'm keeping it - O 00:47:077 (4) - simplified compared to insane 00:47:077 (5,6,7) - fixed - X 00:55:702 (2,3) - simplified compared to insane 00:55:702 (2,3,4) - this one presents a different type of challenge with aim so i'm keeping it - X 00:59:265 (5,6,7,8,9,1) - simplified compared to insane 00:59:077 (1,2,3,4,5,6) - same here - X 01:01:702 (2,3) - simplified compared to insane 01:01:702 (2,3,4) - same here - X 01:17:921 (4,1,2,3,4) - simplified compared to insane 01:17:921 (5,1,2,3,4,5,6,7,8) - that's not simplified?? - X 01:21:015 (1,2,3,4) - simplified compared to insane 01:21:015 (1,2,3,4,5,6,7,8) - neither is this… A higher diff should be a progression of both aim and tapping, and finale suffers from the fact it does have increased aim requirements, but a significant reduction in tapping difficulty in many parts. Until this is more balanced I don't think these two can be ranked. This will require some reworking. As the "finale" and the top diff you can afford to scale both aim and rhythm complexity. This is the ceiling, don't skimp on a skillset. hopefully the intro parts have more complexity and should be better!
thank you for such detailed mod! :D UPDATE: Normal's objects no longer collide with hp bar
Last edited by kingkurboh335
10 months ago, edited 1 time in total.
LVL1 | 300 ATK | 200 DEF If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
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