Tfw:Honestly, you could fix Hagakure with a mere two things:Sure, it deals more damage... (until everything is just balanced around it dealing more damage, which just means gameplay is shifted -- maybe some little things for the better but almost certainly mostly for the worst, since that's the only way to shift when the internal breakpoints are already nearly perfect -- but you still, overall, deal the exact same damage because we aren't about to make SAM mandatory just because we added a new skill...)
But, is it any more fun?
- Append the tooltips on Kenki-consuming and -generating skills, noting the potency-per-kenki efficiency of their skills. Less informed players, too, now understand its benefit.
- Give Hagakure a more impressive animation. Give Ability-based generations of Kenki the red-lightning sword visuals from Ikishoten, fading over time and Kenki consumption. It now looks cool.
But to get to the real matter at hand: What new mechanics, rather than a "level 62 (basically 50) rotation, but with your most spammed spender repeated" could be included with Shadowbringers? What new game-within-the-game of the class can we make appealing? What new puzzles can augment SAM gameplay?
Just to spitball:
- Sen spenders create windows of opportunity.
- Sen spenders create further buffs (for softer windows of opportunity and interplay).
- Priority-crossover. Normally AoE skills can in some instances be made AoE, normally infrequent skills can on occasion be used in more rapid succession, and/or normally single-target skills used as centerpoints in AoE.
- (Manageable) rotating thematic priorities and interplay.
- Combo-trimming via aligned resources. (For instance, certain effects might make your next Gyoten allow you to advance your combo by a further step. Lenient enough window between the action which triggers this effect, the Gyoten, and the advanced combo itself.)
- Super-Iajutsu / combinatorial Iajutsu / sequential-combinatorial Iajutsu.
- Etc., etc....
Why would you EVER do either of those things?