This actually makes me somewhat emotional lol. I'll separate this from everything else I have to say because it makes me like, disproportionately happy. It's really kind of you to be as considerate to say that, when it feels like people just want to hate you for this kind of opinion lol. I really appreciate the warm words!
That being said, I see your points. It's really just a matter of those things not really being entirely cohesive, intuitive, or fun to do. I totally, totally understand the appeal, don't get me wrong. It's nice to be rewarded for solving quasi-complex rotation riddles. It's nice to be rewarded for having a keen understanding of what needs to be micro-managed to support other aspects of your rotation.
For some, that provides a negativity-free experience with the ability. Like you said, it's hard to find any downside. You feel rewarded, it offers flexibility, and it offers variety and depth. For some, Hagakure's positive characteristics are outweighed by the negative experience of having to find work-arounds to accommodate it, in what would otherwise be a relatively smooth rotation.
And I think it's unfortunate, because that comes off as not wanting complexity, or being against critical thought. When really, it's just that I don't think this is the kind that makes sense, at least in the current design philosophy of "Core rotation>Fillers>Finisher>Repeat". And like Shurrikan said, I think if you have no real care for the aesthetic, or damage numbers, or impact, and your only real desire is the mechanical aspect of a Job, I think there's really no argument to be made. At the point you feel like depth, complexity, and mechanics are all that matters, Hagakure is a clear win/win. I just think there's more to Jobs than what they provide mechanically. Because at that point, why even have particle effects and damage numbers or any of the minutiae?


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