Quote Originally Posted by Reynhart View Post
I'd say they don't really have to be. They're just mathematic adjustment to your damage taken/dealt. Gameplay don't have to be related to the stances.
Respectfully disagree. We're in 2018 and modern design should push us away from things with no decision points. Stuff like Fast Blade is bad design IMO. It's a GCD that does absolutely nothing. You always do the exact same thing immediately after, and whatever you did before doesn't matter. It's not fun to press.. If something isn't fun, it should be improved.

Crusader Strike is a pretty bland ability with respect to WoW, but it generates a resource, has a short CD with charges, shouldn't sit unused, or be used to overcap said resources.

That's a decent number of decision points in a generally pretty bland skill.

Since what matters is raid damage, one "easy" solution is that what you lose as damage can be compensated by the other party members. For healers, by giving more room to DPS, or DPS risking ripping hate and thus having to hold back if the tank don't build enough enmity in DPS stance.
This is exactly what I tried to accomplish. It allowed tanks to cover for weaker healers by shifting resources into mitigation, or it allowed them to push DPS, if they had stronger healers and weaker DPS. It allowed it without relying on boring/binary toggles either.