I can't comment on RDM, but honestly once I got the mechanics down, doing barbariccia on BLM was pretty easy.No other job is crippled as much as BLM/RDM on ultra mobile fights like Barbariccia. No other job is crippled as much as a lot of melees when you get bad patterns on Red Girl (almost always) and you have to stay disconnected for eons. I don't even remember why in P5S I had to delay my 2min burst because some jobs couldn't handle the disconnect there so I had to overcap gauge to make them happy... The list goes on and on. It's what makes the spice of adjusting to fights and not just have dummy fights (don't get me wrong I love uninterrupted dummy fights as well, they're chill).
What you're unhappy about is not the job toolkit, it's the encounter design not taking this into account. Several seconds is nothing. I am not sure if it is the more modern players that feel like this or more of a general thing, but I can't say I can relate with that concern. This is exactly what has lead the game into stuff like 2min burst patterns because some jobs were screwed with burst alignment for certain fights, while some other jobs had problems with other fights.
Several seconds is nothing.
Now though, as I said I can see both sides of such arguments even though I don't agree with this specific one on DRG uptime, and if you remove something specific for a job for a valid reason, I expect to add something else in counterpart. And that's what worries me because every time SE removes something and deletes it from the face of earth, we get nothing new or as intricate in return.
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