They are still readable (4:3) just like how 16:9 is. At least for me though. HRHD is much easier to manage than pure memorization just like HDFL, but you shouldn't say FL should be nerfed, since the hugest enemy FL players usually face is accuracy than the patterns itself, (also remember there's no OD change at all, and to be honest I am always amazed at people who can HRHDFL a map with over 97% accuracy) I still find HD easier than HR, maybe it's because I'm more used to HD. I have something on DT, where as long as the BPM is over <inserts BPM here, 140 for me>, extra pp should be given. I can't stand slow maps, anything below 140BPM, and I'd rather use DT with them, even with a lesser accuracy. And as for my standpoint,Nashmun wrote:
I do not agree with your comment on HDHR @Gezo, it's only readable if you play with a widescreen resolution.
DT < HR = HD < FLAs for coverted taiko vs. taiko only maps, I'd say give converted maps way lesser weights than taiko only maps. As skills increase, you can purely hit for taiko-only maps for pp instead of ranking on converted maps, as they are way easier to get ranks with. You can even get to the Top 50 even with a C rank.
As for giving weights based on patterns, how to we judge the pattern is hard or not? Different people have different playstyles, and different people have different opinions on patterns. Like me I still think dkkdkkd and kdkkdkkd is hard but dddkkkddd and kkkdddkkk is easier...
Also no matter how long the patterns are, the complexity of it still comes down by splitting them into simpler patterns.. For example, splitting a pattern like kkdddkdddkdkkkdkkkddkkd can also be split like kk dddk dddk dkkk dkkk ddkkd, which makes managing patterns easier