Quote Originally Posted by Kalise View Post
Are the stances JUST that and thus equally boring (With Wind sounding like total garbage) as current ones?
No, those are merely the parts that came up specifically in this conversation with you and Mahrze which should have signalled to you that I was not a fan of leaving the stances as is.

But sure, they are as boring as Snap Punch is just a 200 potency attack with absolutely nothing that could ever happen have a consequence of its use.

Nevermind that ignite mechanics can set up tremendous nukes or that the relative potency from said nukes could allow you to not only survive extreme risky uptime mechanics but be paid back in damage for having done so or else lead into periods of extreme haste. Nevermind that you have Riddles, stance-dependent skills and not yet used concepts to tap into. Sure, any stance is inherently boring and will only ever be that. You know, like Jump, or a button to build a specific resource and a button to spend any said resource. Pure unimaginative waste. It's not like we ever got Nostrond or TCJ off those things. /s

Quote Originally Posted by Kalise View Post
Given that seemingly, there's still little reason to actually swap between them at all. There'd just be one that is strongest and that one will be the "Mandatory" one just like we've seen with current ones.
One may be slightly dominant, one slightly situational in rotation as a "per CD, use to rush or delay rotation slightly for setup", and one more fight-dependent, yes, but that in no way equates to the 99/1/0% usage we see now.

Quote Originally Posted by Kalise View Post
We literally have a case where that is possible, yet no-one does it. Not even simple things like swapping for raid buff windows.
Because that's not simple when you have to swap twice within 3-4 GCDs at a GCD length that doesn't allow for most players to double-weave even when in merely FoF. Again, you'd be getting only 2 embonused oGCDs out of the bargain, at most. Maybe you're playing at 10 ping and zero bonus SkS because you despise everything to do with the Double-True rotation, but for anyone else that's just not a viable use of resources, not because the effects of the stances are so little but because of the gap-uptime punishments for swapping at all.

By comparison, if even just one of those stance-swaps are dropped, such as during a one-tick Anatman opener, FoF is used for all oGCDs. That's all it takes, one oGCD gap less of penalty.

By extension, when the penalties for doing so are less, no oGCDs need be wasted, and the method of pulling off the technique is far more convenient, one would expect it would be wholly usable.

What you're saying amounts to much the same as claiming that TK wasn't viable in late StB. You're completely ignoring the contexts by which its costs were so greatly reduced, or, in this case, so much of the costs and annoyances being removed entirely.

Quote Originally Posted by Kalise View Post
As such, it feels more productive to suggest things that are within the scope of what the devs seem to want to do.
When the devs are insisting that everyone gets IR and anything but IR equivalents should be purged, it is not productive to suggest solely what is within the scope of what the devs want to do. It is by then productive to complain and to set a higher bar. Anything less is, by degree but inevitably, just giving up on the game's combat systems as a whole.