Halfslashed wrote: 00:09:301 (2) - Given that there's a metronome reset earlier than 1/1, it's better to be safe than sorry and just end this at 00:09:837. There are even stronger beats present on that slider end.

Halfslashed wrote: The slider rhythm isn't a problem, it's more of the fact that you chain so many in a row. Doesn't seem too big, but I know most people wouldn't be able to get away with these differences with an Easy -> Normal progression like this on a more regular BPM.

@HalfslashedThank you for your input~ but I must say that high bpm music will always have more density than songs with a more "regular BPM".First, I'll say that this isn't necessary since the metronome reset is only 14ms and the player has a 1/1 gap to react to the incoming slider. Other songs with metronome resets this small don't really change anything to accommodate for it. If it was as large as a 1/4 reset, then possibly but currently it's as big as a 1/16 lol.Let's just say that it's been done before and it'd be more controversial to talk in the Paraclete set I did than in this set since Snow Drive is fairly basic in its rhythm.Even in 200bpm, a song that is comprised of mostly 1/4s will be much denser and the jump from one undermapped diff to another undermapped diff will be quite big when it comes to density. When you're referring to songs of a "regular BPM" and here I'll assume your typical 180bpm TV size song, then density doesn't become an issue because the song is naturally slower and will provide more gaps in time between each circle. You can't compare high bpm songs to low bpm. A 300bpm comprised of all 1/1s would just be as inflated when it comes to difficulty as you can imagine. If someone were to make it based off of mostly 1/2s, it'd probably already be a 4.5* insane even if it wouldn't feel like one (and this is keeping it simple).The rest of what you've said in your post is simply comparing the density between difficulties, so rather, try to compare the mechanics of play between each diff. Hard doesn't introduce streams, but insane introduces a single 5 beat stream and a couple repeat sliders. And after Insane, the extras introduce a bit more and more. Normal introduces basic rhythm and so does Hard! The hard difficulty follows mostly standard DS and 1/1 1/2 rhythm, similar to the Normal of having 3/2s and 1/1s, we've now become more dense in introducing 1/2s and replacing 3/2s. No 3/4 shenanigans or triples that some other Hard diffs in "regular BPM" use. It only tones down the overly long sliders of Normal to be kept more to the music while the 1/2s follow the fast vocals. And for the Insane, it varies a bit with circles on the vocals but still lots of 1/2s and 1/1s, just not DS'd.For the record, I have gathered many testplays on every diff throughout the course of Q4 2016, and made sure that the diffs were playable to their intended audience. NHI for the five and six digit players, and the rest on varying skills from five digits to the single digits. Especially for the NHI diffs where I would go into low rank multiplayer lobbies and see where people may mess up on and for the most part, everything seemed okay. With what happens in high bpm songs on lower diffs is that density becomes evident and the player has to react to the speed of the song rather than the complexities within the map.Here's a credit to Bluepencil- who is a rank 167,000 player who managed to FC the Hard difficulty on his 3rd submitted score: