Honestly this is a really good analysis of why reworks get made, this added layer of mapping disparities should definitely be taken into consideration when reworking skillsets for the pp system
the mapping thing is what i always thought about. speed wasnt overwheighted imo, it was simply because lots of speed maps got ranked, so people started learning it, and then it became overwheighted. you cant really say a skillset is overwheighted until there is enough maps of that skillset.
speed actually wasnt overweight. in fact, speed itself is actually kinda underweight, especially after nerf, specific flow aim patterns is what was overweight
I'm pretty sure the flow aim nerf is because of reshuffling of wide angle bonus flow aim is practically non existent in pp, and it's rewarded as combination of low spaced high bpm aim and distance bonus in speed they changed it in the way that spacings below "spaced" gonna be awarded much less in aim and more in speed, so every map that has only flow aim below spacing threshold and no jumps is gonna loose pp I personally don't like this change at all because it makes values worse, but pp committee said that they had to do that because previous behaviour was plainly incorrect Aim pp, tap pp and acc pp is not a random "cool" separation, it's literally how pp works (aka just summing different skillset values). Technically you can point on High BPM aim bonus that applied for 300+ maps and say that they're High BPM aim The problem is that flow aim maps are also getting this bonus, and they're also High BPM (180bpm streams = 360 bpm jumps) And it's stupid to consider 300bpm as not High BPM but 301 is suddenly High BPM because it's getting +0.1% bonus for High BPM jumps So the categorization is not very useful from the technical standpoint
Hmm I never thought about that, I do think plays being categorised for observation could be helpful though, as that's how players find maps. But in terms of actual coding or pp rebalancing I agree it wouldn't make sense.
these were my exact thoughts lol, a supposed high bpm rework turned to a nerf everything slightly rework? (yes ik about the big nerfs too). Its just annoying that they keep the claim that its "confirmed" for every change and then its just thrown out the window by adding another system lmao
A really good anlysis overall. I just wanted to correct you in some aspects. First, aim in general gets a slight buff before implementation so the small nerfs every score gets will get reverted (?) when the rework actually hits. Additionally, very small changes on maps are pretty much just "noise" from the changes, it cant be avoided, but if its only like 10pp on a 1k pp score it usually isnt too big of a deal, unless it happens multiple times. Also, a reason why Epitaph is overweight is one diffspike at the start (for example sans has the same issue), and there is currently a rework in planning trying to fix this. This comment isnt meant in bad faith, I just wanted to point these things out, so people can understand better :)
i never played osu, i just want to say that i think ranking should only be map based and not somehow calculated together and even changed over time to have a global rank
complaining about minor losses on untargeted maps is sorta pointless, doesn't really matter that cookiezi freedom dive loses 1% pp because of likely a jump or two in it being nerfed as a result of nerfing jumps in actual problematic maps by 20%
Forgot to mention that they did buff the high bpm aim nerf as well
Honestly this is a really good analysis of why reworks get made, this added layer of mapping disparities should definitely be taken into consideration when reworking skillsets for the pp system
the mapping thing is what i always thought about. speed wasnt overwheighted imo, it was simply because lots of speed maps got ranked, so people started learning it, and then it became overwheighted. you cant really say a skillset is overwheighted until there is enough maps of that skillset.
speed actually wasnt overweight. in fact, speed itself is actually kinda underweight, especially after nerf, specific flow aim patterns is what was overweight
See ya back in 8 months guys.
I'm pretty sure the flow aim nerf is because of reshuffling of wide angle bonus
flow aim is practically non existent in pp, and it's rewarded as combination of low spaced high bpm aim and distance bonus in speed
they changed it in the way that spacings below "spaced" gonna be awarded much less in aim and more in speed, so every map that has only flow aim below spacing threshold and no jumps is gonna loose pp
I personally don't like this change at all because it makes values worse, but pp committee said that they had to do that because previous behaviour was plainly incorrect
Aim pp, tap pp and acc pp is not a random "cool" separation, it's literally how pp works (aka just summing different skillset values).
Technically you can point on High BPM aim bonus that applied for 300+ maps and say that they're High BPM aim
The problem is that flow aim maps are also getting this bonus, and they're also High BPM (180bpm streams = 360 bpm jumps)
And it's stupid to consider 300bpm as not High BPM but 301 is suddenly High BPM because it's getting +0.1% bonus for High BPM jumps
So the categorization is not very useful from the technical standpoint
Hmm I never thought about that, I do think plays being categorised for observation could be helpful though, as that's how players find maps. But in terms of actual coding or pp rebalancing I agree it wouldn't make sense.
these were my exact thoughts lol, a supposed high bpm rework turned to a nerf everything slightly rework? (yes ik about the big nerfs too). Its just annoying that they keep the claim that its "confirmed" for every change and then its just thrown out the window by adding another system lmao
A really good anlysis overall. I just wanted to correct you in some aspects. First, aim in general gets a slight buff before implementation so the small nerfs every score gets will get reverted (?) when the rework actually hits. Additionally, very small changes on maps are pretty much just "noise" from the changes, it cant be avoided, but if its only like 10pp on a 1k pp score it usually isnt too big of a deal, unless it happens multiple times. Also, a reason why Epitaph is overweight is one diffspike at the start (for example sans has the same issue), and there is currently a rework in planning trying to fix this. This comment isnt meant in bad faith, I just wanted to point these things out, so people can understand better :)
this is cooked everyone losing pp
if everyone loses pp then no one loses pp
everyone gonna lose their top pp plays xd
rip for that one person who got a new top PP player and is -10 pp and loses it
i salute to them.
i never played osu, i just want to say that i think ranking should only be map based and not somehow calculated together and even changed over time to have a global rank
I felt the aura inside me 10 minutes before the upload 😫
very interesting video pjeter
I wish low bpm nm jumps got buffed
It will come surely
nice vid
also that one handcam shot looks so crisp bro how lmao
Bro got milk and finally returned
awesome video he saved my wife and kids and adopted 15 kids from orphanage and owns 25 lamborghinis and 50 houses
NEW XAVER VIDEO POG
ChaosEater39 taking the most +pp
the goat uploads another banger video
my goat uploaded?!?!?!
Revax is back
This guy's back no way
oh ma gah you uploaded pls don't go away
I wont :D
here before chaoseater39
complaining about minor losses on untargeted maps is sorta pointless, doesn't really matter that cookiezi freedom dive loses 1% pp because of likely a jump or two in it being nerfed as a result of nerfing jumps in actual problematic maps by 20%
It's not really complaining more so an example of unrelated maps getting indirectly nerfed
Those maps should be getting buffed for their underweighted parts and nerfed for their overweighted parts so i see no issue with it
aww nah Im just making observations mannn
yeah, this pp is so random
I wouldnt really call this a rework, its more of a rebalance
no way this guy plays osu lazer
Where top100 series i was enjoying it
very soon!
its good and bad now we are going to see less braindead maps and i think maps are gonna be better
Where is the CSGO gameplay 😢😢😭😭😭😭
MY FAULT GANG
Does this affect lazer?
osu! and lazer has the same pp and ranking system so yes!
why is the game csgo
OOOHHHH my fault gang
flow aim doesnt deserve this cuh
thats what im saying bro 😭
yo my king xotix
fax
G
G