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Replies: 7 comments 4 replies
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regarding point 5, you can actually use gamplay scailing to achieve a simillar effect to stable, but this just makes lazer hidden actually worse since now most players play on 16:9 and you have a arguably unfair advantage to others by playing on 4:3. Hidden should probably have a both fade in and out so it behaves like on stable, look good, and have minimum advanatages based on your resolution. This would be different and probably not the solution people would want (make hidden behave exactly like in stable), but it would be close to the behaviour stable has. |
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I fixed one typo in point no. 4 where I accidentally wrote "playing these two maps back to back on Stable". And also, while I want to keep the original post as a sort of "summary" based on what I've gathered from my feedback, I want to clarify that I don't personally necessarily agree with everything that players complained, but that's just my own personal opinion. For example, regarding point no. 7 - I personally agree with Lazer's approach to osu!taiko HR, as it effectively balances out the mod for all players in all setups. I don't think that it's fair for players to lower their resolution and have a significantly easier time playing HardRock than those who don't do this. Point no. 3 that players have pointed out is also one I'm personally indifferent to and would personally rather have it be relegated to the Classic mod for the old behavior. The rest of the points players brought up are things I agree with (points 1, 2, 4 and 5), or don't have much to comment on (such as point no. 6 about Flashlight in Lazer Taiko). |
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Taiko on lazer mobile sucks on devices that have a resolution higher in 16x9 and 16x10 as the drum is very hard to hit. This is an area where malody is better |
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@ point no. 5 I noticed that HD on Lazer osu!taiko disables hit animations, which is why it feels so off-putting to me. Stable doesn't. |
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I have marked point no. 2 as resolved with the latest update (2026.726.0). |
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I have also marked point no. 6 as resolved with the latest Tachyon update (2026.731.0), expecting this to be merged into the stable branch at some point. On top of that, I have expanded point no. 5 with the comment I made back on May 26 so that scrolling to the comments wouldn't be necessary to see what's typically wrong with Hidden. |
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A user shared with me a document outlining some more niche differences between Stable & Lazer. I've skimmed through it and didn't find anything I could really add to existing discussions but it does raise a fair few points about it, so I will leave it here for discussion and your own perusal. https://docs.google.com/document/d/1eUtsl7Z6fY6Af3O2KCm-sOmltkQta6u3g9fUYMJlo_4/edit?usp=sharing |
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Hello. I have been gathering feedback about osu!taiko on Lazer for a good while now. I've been doing it for over a year, firstly by asking around my mutual friends who also play Taiko, then through various Discord servers, namely community country servers & tournament servers to name a few. I've also asked around a few osu!taiko streamers on Twitch, whenver I could catch them. Lastly, I made a Reddit post to ask /r/osugame the question of what the biggest issues with osu!taiko are within Lazer.
Following all of that extensive feedback gathering, I aim to finally bring this issue to the most appropriate place I think this stuff should be going to, namely this GitHub repo.
Here are the following most common complaints that Taiko players have expressed regarding the game mode on osu!lazer. I think this should give an overall broad picture of what the focus on getting the mode to "feel right" for the playerbase of it should be.
1. Finisher sounds playing when you hit both buttons of the same color.
Now this is a little bit of a contentious point, as there are players who do like this (such as myself and a few others), as it helps with feedback on when you're over/understreaming, over/undertapping or just generally being out of sync with the map you're currently playing, and serves as helpful audio feedback for when you're going too fast.
But there are still players who absolutely loathe this issue, namely those in the higher ranks (e.g. top 2000 or so), forcing these types of users to skin out the finisher audio to not be affected by it.
Idea: make it into a toggle that's off by default. Finisher sounds on big notes should still play regardless.
This would match Stable expectations.
2. Not being able to turn off hit animations when hiding the HUD.This already has a pull request open and up for review -> #36800This one in particular is what I've gathered that the players above top 1000 in overall ranking usually complain about. Most top-level osu!taiko players usually play with the HUD off, including hiding the hit animations, and not being able to do the same in Lazer is one of the key roadblocks to having these types of players try out & potentially stay within Lazer.This has been resolved with #38284
3. Hit animations don't snap to the center of the hit drum when hit
This deviates from both how Stable did things, and how the base game of Taiko no Tatsujin did things too. What this causes is players consecutively misreading on much denser maps.
However, this one is also less clear-cut as an issue, as I have also seen players talk about how they like this, helping them more accurately visualize how early or late they're hitting by not exclusively relying on the UR bar.
My proposed solution: make the Classic mod snap hits to the center of the hit drum to match Stable expectations.
2026-08-08 edit:
I noticed this already has an open pull request to be implemented but it has been left pending since February 2024.
#26926
4. Spinners/swells not fading in correctly.
Two example maps being:
When playing these two maps back to back on Lazer and then Stable, you can immediately notice that the spinners/swells appear on the playfield much earlier than it ever did on Stable. What this causes is players unintentionally playing more difficult versions of the same maps in Lazer compared to Stable.
While this is a far more niche thing, players' first reaction when transitioning from Stable to Lazer has generally been among the lines of "ew, wtf is this?!".
5. Hidden on Taiko in Lazer has the general feeling of being rather unplayable.
By far the most common and recurring complaint I've seen from all sorts of skill levels, and one that I'm also not a fan of, is the way Hidden on Lazer in osu!taiko works, being scaled for 16:9 rather than 4:3, as it was on Stable. The current setup has the side-effect of making slow maps much harder, while making fast maps much easier, overall making the mod feel unbalanced in comparison to Stable.
The main reason for this is that Hidden in osu!(lazer) disables hit animations, whereas it doesn't in Stable. In osu!(lazer), Hidden disabling hit animations is entirely independent of the newly added "Hit animations" toggle introduced in #38284.
While there have been various discussions regarding how Hidden on osu!(lazer) scales differently in resolution compared to how Stable does it (in which Stable forces a 4:3 aspect ratio for Hidden by adding a black bar on the right and fading out notes later than on osu!(lazer)), I personally think the first stepping stone in getting Hidden to feel "correct" on osu!(lazer) would be to make it respect the newly-added toggle, i.e. if the hit animations are set to be enabled, Hidden shouldn't disable them and vice versa.
6. Flashlight being completely different in Lazer compared to Stable.This one already has an open discussion post, which you can read for further information. -> #36329This has been resolved with #38374
7. HardRock speed not scaling with resolution.
I have seen this one mentioned on the Reddit post more specifically, haven't seen this brought up. But apparently HardRock players don't like the fact that the scroll speed doesn't scale with resolution, albeit I'm not sure whether this is something that should be changed or shouldn't.
But the best way someone has described the difference between Stable HR and Lazer HR is that Lazer's HR feels like "HR++".
The point of this post is to put everything into one cohesive discussion post for everyone to be able to reference back to, add onto the list, or even discuss whether some issues should or shouldn't be addressed.
This discussion needs to be had if the goal is to eventually help players move across from Stable to Lazer, which on the osu!taiko front, from my own personal experience playing it and running monthly Project Loved playlists for all game modes, is failing tremendously at, as players consistently complain and nothing seemingly gets done about it.
Rather than scattering everything into niche threads & emails, or one-off comments on threads, the best approach in my opinion is to bring everything into one mega-post as a reference.
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