The movement mechanics also appear every minute, which is about the time where your triplecast will be off cooldown, and where you'd have one or two xenoglossies to compensate.
I've been progging DSR as BLM, and I have no trouble keeping spell uptime even in a phase that's as movement heavy as Nidhogg wrymhole.
The only time I lose uptime during Nidhogg wymhole is when I have down arrow and I'm playing the tower baits safe, but that's not exclusive to BLM. Everyone loses uptime with back arrows if you're playing it safe.
Almost like you have to actually learn the fight to keep uptime.
Why is this bad when melees need to learn melee uptime and positionals as melee?
A lot of melees need to learn how to greed efficiently for dps uptime during mechanics. In fact, even with how dumbed down the roles are, every job except Physical Ranged needs to learn the fight to keep uptime.
Nothing wrong with having to learn the fight either. If I wanted to go into a fight and not have to learn how to keep uptime, I'd be zoning into my fc house and hitting striking dummies and pretending to raid.
Why is depth and skill expression in a video game bad?
Why are they putting leylines in what they know is a bad spot then? Learning leylines placement is a part of the fun of the job.
If you fuck up your leylines placement, then you lose dps, simple as. Learn from that failure and place it in a better spot the next pull.
Not every pull is gonna be perfect from the start. You learn the fight, and part of that learning is keeping uptime. If that's bad, then might as well turn every job into a physical ranged at that point and destroy what little skill expresison this game has.
But it is good design though. What you're looking for is to remove decision making from the hands of the players, and make the game resolve all your problems for you.
Granted, this has been the direction of the jobs ever since ShB, but this design is just plain bad and boring and unsatisfying. I'm here to play a video game, not play a visual novel.
BLM is a job that incentivizes you to learn how to make the most of it. It's not MCH where the skill floor and the skill ceiling is literally 1:1. It's a job where you can feel that you're constantly improving, constantly gaining understanding.
The fact that player choice is an ever present factor in the job's playstyle 24/7 leaves so much room for skill expression, and makes it so much satisfying to play.
In fact, it doesn't even have a static rotation. It has lines, and you choose what spells you'll do depending on the situation.
You can skip blizzard 4, skip blizzard 3, transpose to umbral fire 1 to use the fire 3 proc for more damage, or you can do the standard blizzard 3 > blizzard 4> fire 3> fire 4 blah blah lines.
Hell, there's even that meme Paradox rotation that you do that's less dps, but hey, you can play like a Physical Ranged if you want. That's fine!
The job is so flexible, so brimming with potential that it's so fun to experiment and so satisfying to squeeze every last drop of efficiency with it.
Compare that to current MCH where it's literally the same Reassemble into Drill every minute. It's brainless, constant. Your rotation will not change from fight to fight and you'll have the same experience executing a rotation in P4S or executing it on a striking dummy. It's not fun, because there's no choice to it. There's no feeling of improvement. No skill ceiling. Just brainless 1 2 3s.
Which is terrible. Why would I play and level another tank when it plays literally like the same tank I've always played?
What's the point of releasing a new "different job" when it literally plays the same. Why is variety in job design and playstyles bad?
That drastically removes the replayability of the game. Imagine if literally all the jobs play like fucking MCH.
Leave BLM alone. It's not the worse designed job in the game. In fact, it's the best.
It's a relic of how good the job design in this game was, and it should be the standard, not the exception.
If you don't like playing the last well designed job in the game, then there's literally 16 other jobs to choose from.
Alienating the players who plays, mastered and loved the job just because you don't like putting a monochrome of effort into learning it is not it chief.