
Originally Posted by
Valence
It's generally not on other players to try and keep track of everything of the four other players do at all times unless you're literally a machine. It's the same thing with MCH chainsaw for example: you cannot expect people to immediately notice as soon as the vuln debuff goes up on enemies to take advantage of it, and even if they had noticed, perhaps their attack options aren't ready yet. Generally you just want to use those either for yourself and your own benefit to buff your own following attacks, or you want to use it on primary targets called for burst because odds are that allies are going to burst down that target and take advantage of the damage vuln for example. It's not that different from a stun move.
Ah but that's not what I wanted to say. Of course I don't expect people to track everything (I can't do that myself even remotely) but I think knowing what a class does in general can still have an impact. If I know how bard's buff or PLD's LB work for example I can stick closer to them (esp. if they call out their LB is ready) since I have some general awareness of what they do. Even if I don't track their party buffs meticulously there's a chance I'll benefit from them more often. Or if I know how SAM's LB works I can try to track their LB status and chiiten. Even if I don't manage to do it all the time I might still avoid it more often.
So if people know what chocobastion does for example they might stand in it more often or run in there specifically for healing. And if they know picto's LB comes with a damage buff they might stick closer to me if I call that my LB is ready/if they see chocobastion is up.
As for clawed muse I also don't think it's on people to track it of course. Rather, if they happen to notice the icon here and there, knowing what it is might benefit them because then they can decide if they want to capitalise on it (e.g. switch targets). If they notice it but don't know what it does then that option isn't even there.

Originally Posted by
Valence
A hard counter means that it will shut down something so completely that it makes it 100% ineffective, or even a detriment.
DNC before using LB has not only to care for positioning and stealth (if it's too obvious you're going to get bursted down), but it also needs to keep track of the state of every ally and enemy and especially their LBs. Spite, Seiton, Zantetsuken, Meteodrive, Sky Shatter, Tenebrum, Phalanx, Living Dead, Celestial River, Southern Cross, Mesotes, Contradance, are all hard counters to Contradance (the ones in bold the most unforgiving).
Ok, I see what you are getting at. I think I made my previous point badly because I really don't mean to undermine all the considerations dancers have to make.
I would argue some of these considerations picto has to make too (for example I also want to keep track of my allies' and enemies' LBs so I can buff as many of my team's LBs but also potentially counter enemy LBs with star prism's heals - or not waste it when the enemies are phalanxed or celestial-rivered).
But I understand that even if I don't track these things and/or my team is not in reach I can still get some utility out of the buffs and attack on my own in a way dancer (probably) can't.
What eases the burden on picto a lot compared to dancer is the fact that I have a "two part" LB. The thing I bemoan (having to "throw" half of my LB away) is also what allows me to get at least something out of it in situations that might be impossible for dancers. So whereas dancers always have to go all in I can reduce my personal risk if I decide not to use my LB at its full potential.
So I agree, whenever I choose the "weaker" route I can be a lot more lenient with positioning (while also saving purify) and need to take fewer variables into account because I can cast my LB behind corners or some steps away from the point.
-
However the downside of this (and that is what I was trying to say) is that this results in you rarely (if ever) using your LB at its full potential.
Whereas to my understanding, as tricky as it is for dancers, they do manage to cast their full LB within enemy groups now and then.
My theory/assumption was that while pictos have a much easier time with their “partial LB”, trying to go for their full LB might be slightly more punishing for them than for dancers.
So my (perhaps flawed) point was dancers can’t “choose” their risk and always have a high risk but also a (somewhat?) realistic chance to cast their full LB. (Though I completely understand that dancer LB is probably in a very frustrating and unfair state nonetheless, esp. after 7.1, and I don’t want to downplay this at all.)
Pictos on the other hand can choose their risk but it’s either relatively low risk with considerably less pay-off or it’s so high that the chance of successfully pulling off your full LB might be even lower than dancers’, hence in the high risk case you also have considerably less – or no – pay-off.
-
If I were to cast my LB within the enemy team (e.g. if I try to place it on the crystal) then I would argue at least some of the things you have mentioned above would also counter picto in their own ways. In fact (though I assume this is something picto and dancer share to a degree) the animation lock is so long you don't even need an LB as a hard-counter in that case. A coordinated team is enough and you lose everything without a single gain.
At the same time the only thing your enemy team would need a hard counter for in the first place (since your passive chocobo field just dies with you) is star prism (big aoe damage + heal + buff). But since it's so easy to kill a picto with regular attacking before they even get to casting star prism you rarely even need to think about hard-countering picto LBs if they are daring (or silly) enough to cast chocobastion in close/immediate enemy range.
So even if I do manage to cast chocobastion on the point it's very easy to be taken out right afterwards - so you still lose everything, even if you are successful, because now chocobastion is gone and you lost starprism too.
I might have this wrong so please correct me but if as a dancer you die late in your animation/after your animation does the charmed status persist? Or is it immediately removed with your death?
Because I was under the (wrong?) assumption that enemies stay charmed if you die, so if you get killed after LBing your team might still gain something from the remaining charmed debuff.
Of course you are right, dancers are still exposed to many risks after successfully LBing but even if you don't catch every enemy, I assume catching some of them will still result in somewhat less damage received and in some team benefit (provided your team is coordinated around you)?