I feel like what many people who are against combo scaling removal misunderstand is the fact that FCs don't get devalued at all. The only change is that now it's possible for plays that prove a certain performance level to also grant PP without the necessity of the play being an FC.
@seanscott1308 An FC will always be worth more than a missed play. Besides it's all progression. You can farm all you want but you still need to improve your scores to get the most pp
@@Loooksee When improving a score to an FC goes from very valuable to kinda valuable, fc's have been devalued. I get what you're saying, but the above is still true. Edit: To the people replying. It's 100% reasonable to think FC's should be devalued! But be consistent/honest about it
@@seanscott1308A 99.90% acc S rank play being half the pp because of a single singlebreak in the middle is stupid, combo scaling removal fixes that issue
The amount of scores that I have gotten that were wayyyy better than others, but rewarded less pp, because I got a 1 miss in the middle of the map, instead of a 3 miss at the start is just stupid. Good change.
3:20 this is what the mania pp system does, im like 20k rank on mania and i would set 200 pp scores like on any map that allows it . However many of those maps game the difficulty system so hopefully something like that doesnt happen, its a lot easier to make farmy maps on mania than it is on Standard.
the only problem i have with mania is that farm maps are either jumptrill spam to inflate the star rating and pp gain or just stupid tap lns that also inflate pp while being extremely easy, if the mania pp system adds some like form of checking pattern difficulty like quaver does it'd be perfect
there's another big problem with mania tho : one of the main factor of pp calculation is note density, not patterns, which means jumptrills, double trills, hammerjacks, etc... gets HEAVILY inflated versus pattern that could be just as hard but with less density like LN walls or LN+trills tech edit : just realized that's what you were talking just above lol, i generalized it
The thing i hate most about osu! Mania's pp canculations is the fact that there isnt any factor towards a patterns awkwardness because it only takes density and ln is of course so overpowered
As a person who plays various rhythm games this change was like even fundamental and had to be done just so much before, but only osu players now realize that performance is something "perform" continuously, even if made a miss along the way. The majority of rhythm games scales their maps that way, so combo still matters but not that much so acc is actually relevant. Heck, its even shown on other osu modes that i do believe it wasnt done before just bc the code was so messy to come with an answer before or people just were proclaiming osu is built diferent or some kind of incomprehensible thoughts around it. This change is the for the best for a RHYTHM GAME 🤷🏻♂️
Quaver is able to detect which parts of the map are more difficult based on amount of notes in a section and duals and triples. I feel like osu could incorporate that to some degree and take fail points to make misses more or less impactful depending on the section of the map.
that honestly makes no sense to me especially if we're getting rid of combo scaling. why should misses be treated differently depending of when they occured? if you shitmiss you should take the L because you skill-issued.
Who told that "developers said it's a bad idea" this is straight up lie the idea is not bad, this is just not possible to implement globally, but it could work in the local space where you have all replays available
i love playing maps that are absolutely at my limit because i like getting better but i also like seeing pp grow so sometimes i got to easier maps that i can fc so this would let me do both
5:40 a more accurate system would be for only accuracy, aim and speed (maybe ur) to matter for pp. However, if you take off combo, all maps would need to lose like 20-40~% of their pp (12 star to 10 star), because it would be WAY easier to get excellent plays. The system I am talking about is basically adding mania's system to the game (also, misses mattering less on diff spikes would be cool).
A good way to do this would be to see the avg accuracy of every 100pp until 1.2k where 1.2k+ should be used instead with the top 5 pp plays of the game being the 40% cut
Combo scaling is why i never took osu standard seriously and just played it for fun. Instead went in mania and got to 4 digits since you actually get pp even if its not an FC, it accounts your overall score amd accuracy (its on score v2 as well basically). Grinding mania was actually fun.
I am pro this change but I also agree if you miss on a difficult part (or hit a difficult part) you should be rewarded and everyone is saying we don't have the realtime computation power to achieve this but do we really need it? Go to any map on the osu website and you'll see a "points of failure" graph along with a success rate, the points of failures should be able to be assigned to certain time sections of the map. Can't we use this to dynamically update scores. (Yes I know your score changing months after setting it is a problem but this is to prevent people trying to ramp up a point of failure on an easy part of the song in it's infancy to game that system). If you miss on a high point of failure section pp won't be affected as much, and if you fc that section you get a boost of pp like you'd expect. I don't know how hard this would be to impliment but it sounds possible at the very least?
it'd be horrible to implement, because the points of failure change over time and for example, on a newly ranked map, there's no points of failure or they're all over the place. this way the servers would need to update ALL the scores for ALL the users on a daily basis, which requires way too much computation power. it's way easier and cheaper to do the math required to find out what objectively is the hard and easy parts instead of relying on people, which are not perfectly consistent like math is
Some of ed's ideas are really sick and i love them, i just wish the other game modes got this kind of love, its just a whole nother level with osu std which is understandable
so he finally sees the point and realized he was wrong. thank god. the video where he talked about mrekks play was making more irritated than it should have.
Mental is important for the game. If they remove the mental regarding combo the game is less fun and challenging. It's good for PP but not for the feeling of achievement.
@@Aquana01 imo thats wrong. if i get a 1miss in the middle of the map but SS the rest i get shit pp for that play but its still a very good play. that should be rewarded accordingly but the way it is now its that this play will give shit pp compared to what it should be worth becuase if you miss in the middle of the map the max combo you have can only be half at most. and since you still get way more pp for the actual FC or SS in that case theres still a feeling of accomplishment in both cases since a SS or even just an FC is still gonna be a way nicer accomplishment since you played the map perfectly in those cases. the whole point is just that those 1 miss cases are gonna be valued more appropiately while FCs and SS ranks still being the kings of pp and accomplishment
I think combo scaling should exist to an extend. I dont think combo scaling should outright determine if a score is worthless or not but getting rid of it entirely is just weird to me. Like take a map with lets say 900 combo. 2 players get 2 misses each. Player 1: Misses after 600 combo twice so he has a 600 and a 298 combo Player 2: misses after every 300 combos meaning he has a 300, another 300 and a 298 combo Both plays would be worth the same, this makes no sense.
so basically, if you are at peak physical fitness, it shoudn't matter which track you run on, your lap times should be very similar every time you go for a run. idk why ive equated osu to real exercise no osu player will know what it means 💀
If i can consistently pull 300x3 on deadlift in an ideal scenario, i should always pull around the same reps per set. And siimilar to it, fatigue setting in will make those numbers drop just like sloppy technique in tapping with Osu.
oh please, I had to run the mile like everyone else in USA highschool, I know what a track is. If your analogy translated to osu!: Maps would have a scrollrate that scaled with the rate at which you played any given map, that is not the case. For runners, each track has varying lengths and difficulty to run and the ones running the track determine the rate at which they complete the track, not the track itself. In osu!: Each map has a set length and difficulty with no-mod, dt and ht. That does not change, each player is playing the map at the same rate with each respective speed-mod. This is more like, if you were in a fitness-competition and each participant was rewarded with points relative to the difficulty of each exercise/workout, it doesn't matter if you deadlifted 600kg once, or if you deadlifted 300kg four times *assuming these are of comparable difficulty, I really had no idea, I'm guessing*, they would each give you the same amount of points.
I think it's good that the combo scaling is getting removed. It sucks if i have 1 miss half way through the map and the run is over. But osu is still a rhythm game. I don't wanna see players farming 12 star maps with 15 misses, even if the score is just as hard to get as a 10 star full combo. Full combo or 1 miss should still give more pp, even if the difficulty is the same as a higher star map with more misses.
I may be dumb, but I really dont understand why these systems have to be so complicated in osu! Why not just have : Hit note good, get points :D Hit note less good, get less points :| Don't hit note, no points :c And then value of the note is just a set max score (like 1M) divided by total number of notes. Like a map with 1000 notes would be 1000pts/note, and like 500pts for a 100, and 200pts for a 50 Rewards accuracy, don't penalize low number of misses as much (which encourages player to try harder maps) And then, when a "meta" is discovered or anything, you "just" have to change the star system to lower the diff rating of the concerned patterns, simplifying the work of devs and allowing for faster updates. Like, do we really have to consider all of these parameters when games like Quaver (or even just o!m) have good enough point/ranking systems that are way easier to understand ?
I like to look at this rework as them simply adding support for players like me; players who just don't want to play for FCs. I have a friend who's currently nearly 4x my rank, but if you ask them they'll say I'm a better player, now why is this? Because they play for FCs and I don't, that's the only difference.
@@izmonster8459 It isn't at all, you can get 5 digits farming Sotark's maps and sitting in front of your computer until you get enough FCs. Meanwhile there are 6 digits players who get A's in 6★ tech maps and, accordingly, have way more skills in the game. I went from 300k to 70k in a week just because I decided to set some FCs. I didn't improve at all, if something I feel like I lost my aim flow and stamina.
Manias system is 100% acc based, miss count and combo don't affect anything (besides the acc you lose due to missing). This system is closer to what taiko has, where combo doesn't matter but missing will reduce the pp
I know this is not btmc's channel, but if this message somehow gets to him, could him please add ranks like league of legends to this matchmaking project he wants to create? I really hate having to say a number to say my rank, I'd much rather say like "I'm Diamond III" istead of "well erm i'm ranked number 120k in the world"
Imo we shouldn't remove combo scaling entirely but instead nerf it because the concept of 'it doesn't matter where you miss but how many miss' rewards too much pp, this rework feel like a participant trophies giving pp to everyone to make them feel better. all thing considered. I still like this rework but just prepared for pp inflation guyss
I feel like with the idea of having a weekly/daily song you could make it so that it has a random mod/mods combination each time to test different skill sets. Also you could make it so every X weeks/months if you reach X score/% each time in your range you could get a free month of supporter to help more people see the benefits of supporter and maybe get it or for people that don't have the financial status to get it
I actually agree with ed where misses should be punished more, people saying people think fc will get devalued is why they are against combo scaling removal is wrong(edit:ok maybe wrong is a strong statement but still missing the point), it sucks to see he didn't stood his ground and kinda got pressured, pp system should be top heavy, mrekk 11 miss on a map should kill the play, since if combo scaling is applied and he misses 11 times in a row on the very end, HE DIES
why just copy paste what willy said without even reading what i said, 1300 is not a dead play, 50% isnt dead, if he got full combo on the map and missed the last 11 notes he gets ZERO cause he DIES
Pp should be rewarding one's skill, forcing the plays to be fcs for pp gaining is not really rewarding but rather forcing the person to keep retrying or giving up as if this is something worth defending/supporting.
@@theny3631 no man, im not even against combo scaling, what kinda reading comprehension is going on in here, english also isnt my first language but im pretty sure ive said everything clearly here, im saying 11 miss shouldn't give 50% of the total pp at all, like i agree with eds first take that 1300 on 11 miss is stupid again not reading my comment
I feel like what many people who are against combo scaling removal misunderstand is the fact that FCs don't get devalued at all. The only change is that now it's possible for plays that prove a certain performance level to also grant PP without the necessity of the play being an FC.
This is totally ignoring the point. Buffing everything else functionally nerfs FC's
this is misunderstanding it as well. The point is to make misses punish you a similar amount no matter where in the map you miss.
@seanscott1308 An FC will always be worth more than a missed play. Besides it's all progression. You can farm all you want but you still need to improve your scores to get the most pp
@@Loooksee When improving a score to an FC goes from very valuable to kinda valuable, fc's have been devalued. I get what you're saying, but the above is still true.
Edit: To the people replying. It's 100% reasonable to think FC's should be devalued! But be consistent/honest about it
@@seanscott1308A 99.90% acc S rank play being half the pp because of a single singlebreak in the middle is stupid, combo scaling removal fixes that issue
I’ve always disliked combo scaling ever since I first played osu, glad it’s being talked about now
He understood the point guys 🎉
The amount of scores that I have gotten that were wayyyy better than others, but rewarded less pp, because I got a 1 miss in the middle of the map, instead of a 3 miss at the start is just stupid. Good change.
skill issue
@@LIXOUALeBg Terrible bait
3:20 this is what the mania pp system does, im like 20k rank on mania and i would set 200 pp scores like on any map that allows it . However many of those maps game the difficulty system so hopefully something like that doesnt happen, its a lot easier to make farmy maps on mania than it is on Standard.
the only problem i have with mania is that farm maps are either jumptrill spam to inflate the star rating and pp gain or just stupid tap lns that also inflate pp while being extremely easy, if the mania pp system adds some like form of checking pattern difficulty like quaver does it'd be perfect
@@nullieee yeah, triumph and regret lol. I haven't played in a while cus RSI, but i'm sure it's only gotten worse with new ranked maps.
there's another big problem with mania tho : one of the main factor of pp calculation is note density, not patterns, which means jumptrills, double trills, hammerjacks, etc... gets HEAVILY inflated versus pattern that could be just as hard but with less density like LN walls or LN+trills tech
edit : just realized that's what you were talking just above lol, i generalized it
This is why I quit farming 4k at 5800pp. It gets too dense and feels painful to play. I like high acc and not manip
The thing i hate most about osu! Mania's pp canculations is the fact that there isnt any factor towards a patterns awkwardness because it only takes density and ln is of course so overpowered
Pls enjoy game guys.
nah I rather grind to 3 digits
@@wuestar2651 rrtyui used to be a 3 digits
rrtyui last word w
0 Views in -5 minutes, we are so back
We are so bad we doing these comment again AAAAA
@@charmmosu tomfoolery
Just because you change it a little does not mean it is less of a cry for attention.
Bro i dont get it who tf likes these comments?
As a person who plays various rhythm games this change was like even fundamental and had to be done just so much before, but only osu players now realize that performance is something "perform" continuously, even if made a miss along the way.
The majority of rhythm games scales their maps that way, so combo still matters but not that much so acc is actually relevant. Heck, its even shown on other osu modes that i do believe it wasnt done before just bc the code was so messy to come with an answer before or people just were proclaiming osu is built diferent or some kind of incomprehensible thoughts around it. This change is the for the best for a RHYTHM GAME 🤷🏻♂️
i like my new clip from Brain Tumor Megacolon Cancer
I did the calculation and now my top play is a 7* pass..
I love this already
Quaver is able to detect which parts of the map are more difficult based on amount of notes in a section and duals and triples. I feel like osu could incorporate that to some degree and take fail points to make misses more or less impactful depending on the section of the map.
Completely agree with this
it does, how pp is calculated is it takes i think 0.5s chunks of the map and the 20 hardest seconds of the map and scales pp that way
@@anonymoustaco8959 if it does this already, why do they not implement a system where misses in different parts of a map are weighted differently?
@Foyahxd If I remember correctly this system used to exist, but they got rid of it
that honestly makes no sense to me especially if we're getting rid of combo scaling. why should misses be treated differently depending of when they occured? if you shitmiss you should take the L because you skill-issued.
Who told that "developers said it's a bad idea"
this is straight up lie
the idea is not bad, this is just not possible to implement globally, but it could work in the local space where you have all replays available
that would be aos
braindead chatter, what can you do
i agree the idea is fire but would be quite a stretch to implement
i love playing maps that are absolutely at my limit because i like getting better but i also like seeing pp grow so sometimes i got to easier maps that i can fc so this would let me do both
5:40 a more accurate system would be for only accuracy, aim and speed (maybe ur) to matter for pp. However, if you take off combo, all maps would need to lose like 20-40~% of their pp (12 star to 10 star), because it would be WAY easier to get excellent plays.
The system I am talking about is basically adding mania's system to the game (also, misses mattering less on diff spikes would be cool).
A good way to do this would be to see the avg accuracy of every 100pp until 1.2k where 1.2k+ should be used instead with the top 5 pp plays of the game being the 40% cut
"matter" ao invés de "import", import é importar no sentido de levar uma coisa de um lugar pra outro
@@nullieee eu num lembrava a palavra, valeu ae
bmc finally understands
727 views. I have ascended
congrats man
wysi
To heaven
Exited the Earth's Atomosphere
727 likes. I've exited this earth's atmosphere
Combo scaling is why i never took osu standard seriously and just played it for fun. Instead went in mania and got to 4 digits since you actually get pp even if its not an FC, it accounts your overall score amd accuracy (its on score v2 as well basically). Grinding mania was actually fun.
I am pro this change but I also agree if you miss on a difficult part (or hit a difficult part) you should be rewarded and everyone is saying we don't have the realtime computation power to achieve this but do we really need it? Go to any map on the osu website and you'll see a "points of failure" graph along with a success rate, the points of failures should be able to be assigned to certain time sections of the map. Can't we use this to dynamically update scores. (Yes I know your score changing months after setting it is a problem but this is to prevent people trying to ramp up a point of failure on an easy part of the song in it's infancy to game that system). If you miss on a high point of failure section pp won't be affected as much, and if you fc that section you get a boost of pp like you'd expect. I don't know how hard this would be to impliment but it sounds possible at the very least?
it'd be horrible to implement, because the points of failure change over time and for example, on a newly ranked map, there's no points of failure or they're all over the place. this way the servers would need to update ALL the scores for ALL the users on a daily basis, which requires way too much computation power. it's way easier and cheaper to do the math required to find out what objectively is the hard and easy parts instead of relying on people, which are not perfectly consistent like math is
it doesn't work that way. PP doesn't know where you missed
Some of ed's ideas are really sick and i love them, i just wish the other game modes got this kind of love, its just a whole nother level with osu std which is understandable
so he finally sees the point and realized he was wrong. thank god. the video where he talked about mrekks play was making more irritated than it should have.
but missing on slow section is a skill issue why get punished less for it
Exactly
Because the osu system can't determine what's a slow section on every single map in existence. That's way more complex than you think it is
what...
are we playing the same game, because i don't wanna be hitting 8* jumps and missing a 2* jump only to lose a shitload 💀
@@FullAltOsuIf you are so bad you missed on a 2 star jump, you should lose a lot of pp, look how bad you did
@@FullAltOsu you should be losing a lot of pp cause you didn't have consistency simple
plz enjoy game stans are now the farmers
pretty sure i have a 400pp now from a 240pp valued choke on a map i tried for fun 😂
Isnt it great? Now i can have fun with the game and see actual progression on it!
What if we had new multiplayer modes other than tag4 etc.? Maybe the Battle Royale system implemented to multiplayer
bmc been looking mad cute recently
Nah bro’s tweakin
I think this change could make me enjoy osu! so much more than I already do.
Really hate combo scaling, because I'll improve skill but still be unable to fc, its a mental thing
Mental is important for the game. If they remove the mental regarding combo the game is less fun and challenging. It's good for PP but not for the feeling of achievement.
@@Aquana01 imo thats wrong. if i get a 1miss in the middle of the map but SS the rest i get shit pp for that play but its still a very good play. that should be rewarded accordingly but the way it is now its that this play will give shit pp compared to what it should be worth becuase if you miss in the middle of the map the max combo you have can only be half at most. and since you still get way more pp for the actual FC or SS in that case theres still a feeling of accomplishment in both cases since a SS or even just an FC is still gonna be a way nicer accomplishment since you played the map perfectly in those cases. the whole point is just that those 1 miss cases are gonna be valued more appropiately while FCs and SS ranks still being the kings of pp and accomplishment
I think combo scaling should exist to an extend. I dont think combo scaling should outright determine if a score is worthless or not but getting rid of it entirely is just weird to me.
Like take a map with lets say 900 combo.
2 players get 2 misses each.
Player 1: Misses after 600 combo twice so he has a 600 and a 298 combo
Player 2: misses after every 300 combos meaning he has a 300, another 300 and a 298 combo
Both plays would be worth the same, this makes no sense.
so basically, if you are at peak physical fitness, it shoudn't matter which track you run on, your lap times should be very similar every time you go for a run. idk why ive equated osu to real exercise no osu player will know what it means 💀
If i can consistently pull 300x3 on deadlift in an ideal scenario, i should always pull around the same reps per set.
And siimilar to it, fatigue setting in will make those numbers drop just like sloppy technique in tapping with Osu.
oh please, I had to run the mile like everyone else in USA highschool, I know what a track is.
If your analogy translated to osu!: Maps would have a scrollrate that scaled with the rate at which you played any given map, that is not the case.
For runners, each track has varying lengths and difficulty to run and the ones running the track determine the rate at which they complete the track, not the track itself.
In osu!: Each map has a set length and difficulty with no-mod, dt and ht. That does not change, each player is playing the map at the same rate with each respective speed-mod.
This is more like, if you were in a fitness-competition and each participant was rewarded with points relative to the difficulty of each exercise/workout, it doesn't matter if you deadlifted 600kg once, or if you deadlifted 300kg four times *assuming these are of comparable difficulty, I really had no idea, I'm guessing*, they would each give you the same amount of points.
@@LEANMACHINE123 overthinking 101, but the track analogy is decent.
The B in BTMC finally stands for "Based" once more
Making std pp more like mania and taiko is great for the game tbh ..
I think it's good that the combo scaling is getting removed. It sucks if i have 1 miss half way through the map and the run is over. But osu is still a rhythm game. I don't wanna see players farming 12 star maps with 15 misses, even if the score is just as hard to get as a 10 star full combo. Full combo or 1 miss should still give more pp, even if the difficulty is the same as a higher star map with more misses.
literally for a perfect pp system we need an ai or some shit that learns the maps and calculate exactly the map and your fails, 100, slidebreak, etc.
dont need ai for that, there are already enough algorithms that can do exactly that but whether it'll become a reality is up to the pp dev team
I may be dumb, but I really dont understand why these systems have to be so complicated in osu!
Why not just have :
Hit note good, get points :D
Hit note less good, get less points :|
Don't hit note, no points :c
And then value of the note is just a set max score (like 1M) divided by total number of notes. Like a map with 1000 notes would be 1000pts/note, and like 500pts for a 100, and 200pts for a 50
Rewards accuracy, don't penalize low number of misses as much (which encourages player to try harder maps)
And then, when a "meta" is discovered or anything, you "just" have to change the star system to lower the diff rating of the concerned patterns, simplifying the work of devs and allowing for faster updates.
Like, do we really have to consider all of these parameters when games like Quaver (or even just o!m) have good enough point/ranking systems that are way easier to understand ?
I like to look at this rework as them simply adding support for players like me; players who just don't want to play for FCs. I have a friend who's currently nearly 4x my rank, but if you ask them they'll say I'm a better player, now why is this? Because they play for FCs and I don't, that's the only difference.
This is such a cope
@@izmonster8459 What part of what I said are you doubting?
@@izmonster8459 It isn't at all, you can get 5 digits farming Sotark's maps and sitting in front of your computer until you get enough FCs. Meanwhile there are 6 digits players who get A's in 6★ tech maps and, accordingly, have way more skills in the game.
I went from 300k to 70k in a week just because I decided to set some FCs. I didn't improve at all, if something I feel like I lost my aim flow and stamina.
Ahh 727 views aaahh
talk to peppy goddammit
lowk by the perfect pp system his odoru mizushibuki dt 8 miss should be like at least 1.5k
I'm not a mania player, but, I feel like I've seen some insane records containing misses. Could that have a similar system involved?
Manias system is 100% acc based, miss count and combo don't affect anything (besides the acc you lose due to missing).
This system is closer to what taiko has, where combo doesn't matter but missing will reduce the pp
true
bro it has been 30 seconds....
@@blackdiamond7281 true
true
Ahhh 727
727
727
727
727
727
i love combo
combo game
I do not love combo
@@worst5digit84
i hate combo
praying on your downfall asap
Hi BTMC Clips
I know this is not btmc's channel, but if this message somehow gets to him, could him please add ranks like league of legends to this matchmaking project he wants to create? I really hate having to say a number to say my rank, I'd much rather say like "I'm Diamond III" istead of "well erm i'm ranked number 120k in the world"
they should fix this because you must fc for good pp
is there any known date on when this rework is coming to the game?
tomorrow its coming tomorrow get ready!!!
im already playing the rework rn
tonight bro
Imo we shouldn't remove combo scaling entirely but instead nerf it because the concept of 'it doesn't matter where you miss but how many miss' rewards too much pp, this rework feel like a participant trophies giving pp to everyone to make them feel better.
all thing considered. I still like this rework but just prepared for pp inflation guyss
bmc
based take now, thank you bmc
fair fair fair.
Wait what if you sliderbreak choke
I feel like with the idea of having a weekly/daily song you could make it so that it has a random mod/mods combination each time to test different skill sets. Also you could make it so every X weeks/months if you reach X score/% each time in your range you could get a free month of supporter to help more people see the benefits of supporter and maybe get it or for people that don't have the financial status to get it
The R in BTMC stands for Right about PP
NiCe
mania type rework
I also love combo
do S Ranks award as much pp as FC's do? that's my biggest curiosity, cause in that case i have 5 400pp plays when before i had none lol
I dont think so
Sliderbreaks counts basically as a miss in osu engine it is just displayed as a 100
top 1 = mrekk
finally
Ummm so bro is saying that pro players can get the same amount of pp from any star rating....
Meaning 1k from two star maps 👏🏻👏🏻👏🏻
what? how did you get there by reading that
@@Tomin0a he phrased it like that in the begining of the video
man
I actually agree with ed where misses should be punished more, people saying people think fc will get devalued is why they are against combo scaling removal is wrong(edit:ok maybe wrong is a strong statement but still missing the point), it sucks to see he didn't stood his ground and kinda got pressured, pp system should be top heavy, mrekk 11 miss on a map should kill the play, since if combo scaling is applied and he misses 11 times in a row on the very end, HE DIES
11 misses DID kill the play, he lost 1,100 pp because of it. 1,300 sounds like a lot but that's almost half of what an FC gives.
why just copy paste what willy said without even reading what i said, 1300 is not a dead play, 50% isnt dead, if he got full combo on the map and missed the last 11 notes he gets ZERO cause he DIES
@@aaron9464 that is a recipe for the most cancerous system ever created
Pp should be rewarding one's skill, forcing the plays to be fcs for pp gaining is not really rewarding but rather forcing the person to keep retrying or giving up as if this is something worth defending/supporting.
@@theny3631 no man, im not even against combo scaling, what kinda reading comprehension is going on in here, english also isnt my first language but im pretty sure ive said everything clearly here, im saying 11 miss shouldn't give 50% of the total pp at all, like i agree with eds first take that 1300 on 11 miss is stupid again not reading my comment
bmc
bmc
bmc