2021-06-23

I think the issue people have with lower diffs is that high diffs appear more interesting at first glance since there's more objects on the screen / the pace is faster

high diffs allow for more expressive mapping than lower difficulties assuming an equal skill level of mapping for all difficulties

more objects appearing at once = more interesting to look at

after I finish my sets I tend to study the high diffs more since they're more interesting to look at, however I always start my sets with the low diffs first so they don't feel like filler diffs

so in essence I'm mapping top each time I create a new diff, versus mapping top and making filler diffs below it

of course it's possible to create a non-expressive low diff similar to how you can create non-expressive high diffs

this relates to the idea of "assuming equal skill level of mapping for all difficulties"

experienced mappers are able to create low difficulties that are just as expressive as their high ones

higher difficulties just leave more room for mapping expression, assuming you actually make use of your mapping freedom there

(just as one example I believe mao's https://osu.ppy.sh/beatmapsets/1388906#osu/2868388 is more expressive in the lower difficulties than the higher ones due to the "safer" nature of top)


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