Unless you get the full benefits of each stance passively at all times, the rotations would most likely change. Not at all points in a fight, but they would adjusted across all places of marginally better or optional strings. Take Warrior for example: due to Defiance's enmity multiplier stacking multiplicatively with Butcher Block's, the difference in its enmity over time is far more impactful when in Defiance than the impact of its damage over time is in Deliverance, while all skills without an enmity modifier are much more evenly advantaged (150% more damage worth of enmity, or up to 30% more damage, rather than an extra 825% damage worth of enmity). Dark Knight and Paladin are actually cleaner examples still, seeing as their top enmity combos (most affected by tank stance) are distinct from their top damage combos (most affected by dps stance), though the added GCD cost makes the difference less easily applicable.
- I don't really see the point in dropping Deliverance yet retaining Defiance, given that the swapping between the two could as easily be done with a single button already, just as in toggling in and out of a single stance. It would merely reduce some aesthetic elements (namely the name of for non-Defiance). Nor do I see how that would streamline it so long as Defiance still has a 10-second "lock-in" cooldown like WM, GB, or Cleric Stance. It'd make absolutely no difference, compared to a trait increasing base damage, and allowing stacks to be held, outside of Defiance given at level 52. You just lose the name and animation, which seems a waste given zero actual effect. Alternatively, if you were to remove the cooldown / lock-in on Defiance / non-Defiance altogether, there would be an effect, but I don't think it'd be an especially positive one. I honestly like the risk/reward that comes with the swap, similar to but more so than that of Cleric Stance.
The resource systems as I imagined them would either replace or work within mana, or be given in a new bar, or something alike that can otherwise hold unequal currency contributions (not all skills give the same amount of it) and a high total number. That said, it doesn't need to actually look that different in its UI (e.g. stacking up to a max of 5, or 7, etc.) to function very differently. For instance, lets say that Sword Oath now causes crits, combos, abilities, or whatever, might be able to generate Zeal, which can be consumed to "duplicate" or "rush" combos, using the lesser cost of either with higher cost the higher combo tier the duplicated/rushed skill is. For instance, a double Goring Blade (duplicate, 3rd tier) would have a higher cost than a double Riot Blade (duplicate, 2nd tier), about equal to a Goring Blade - Savage Blade (rush 1), and less than a Goring Blade - Royal Authority / Rage of Halone (rush 2, 3rd tier). That'd create very distinct gameplay, nothing like the Wrath/Abandon spenders of WAR.



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