diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.cs index b3b63bfd9c..6ad7a33667 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.cs @@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators double loopDifficulty = currObj.OpacityAt(loopObj.BaseObject.StartTime, false); // Small distances means objects may be cheesed, so it doesn't matter whether they are arranged confusingly. - loopDifficulty *= logistic((loopObj.MinimumJumpDistance - 125) / 15); + loopDifficulty *= logistic((loopObj.MinimumJumpDistance - 80) / 15); // Objects that are arranged in a mostly-linear fashion should be easy to read (such as circles in a stream). //if (loopObj.Angle.IsNotNull() && prevLoopObj.Angle.IsNotNull()) @@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators var timeDifficultyFactor = 1200 / pastObjectDifficultyInfluence; hiddenDifficulty += 12 * timeSpentInvisible / timeDifficultyFactor; - hiddenDifficulty += 7 * currVelocity; + hiddenDifficulty += 2 * currVelocity; } double preemptDifficulty = 0.0;