Quote Originally Posted by Loggos View Post
Another idea I had was that with picto being rather niche your team mates might not always know your about your kit's utility so it ends up being underused. Many may not be aware of clawed muse's debuff or chocobustion's healing buff & damage reduction and star prism's damage buff and heal for example.
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.

Quote Originally Posted by Loggos View Post
Hm, could you elaborate on the emphasised parts? Because I'm not sure if we actually disagree or if we might just misunderstand each other. Perhaps I just phrased my original point badly.
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).