A common discussion in FSRS is about how "Hard” should be treated as a “PASS” (like Good or Easy) during review, and how it can be confusing for new users.
Unfortunately, in Learning and Relearning Phase, "Hard” act exactly as a "FAIL”, by that, I mean it Decrease both Stability and Difficulty, and since the interval is not based on Stability but based on Learning Steps, users would never leave the Learning/Relearning phase if they stick to use Again.
This is extremely problematic because for new users, that will be mostly confronted to new cards, they might implicitly thinkg that "Hard” is a proxy for “Again”, when it should be considered more like a “Good”, in the sense of Stability increasing (But Difficulty increasing).
I’m not sure what would be the best solution; but I think if we want to pomote the “Hard=Successful Reiew", we should consider it as a “Good” and let the learning steps be successful until the user leave the Learning/Relearning Phase. Another important point is that, even if D could increase, it’s important that S doesn’t drop, to fit how "Hard” acts in normal reviews (Stability increases, Difficulty decreases)
In any case, even if we want to lock the user in the Learning/Relearning Phase until he press “Good”, Stability should not be reduced at each Hard press, otherwise it just reinforce the fact that “Hard ~= Again”
For this card, my Initial Stability for Hard is 2.5d. However, by pressing Hard four times in a row, I just end up with a card that drop Stability lower and lower, and without leaving my Learning steps (which is a single 10min). This pattern would make me believe that pressing Hard is just like pressing Again.
