This thread follows my Soulbeast Dagger feedback and my Soulbeast Beast Abilities feedback - commentary and feedback on current state of Soulbeast mechanics, skills, anything. Today's subject are the Stance Skills
The Soulbeast stances all have specific themes, much like the pet archetypes. Out of 6 stances, I'd say 2 perform adequately while 2 are okay but could see some work, and the last 2 are just not interesting enough to see a place on the skill bar.
The trait affecting stances directly is Leader of the Pack - it shares the stance effect at a reduced duration and the boons at full duration. It's the only effect, and it is a grandmaster trait. We have no stance enhancing effect, whether in terms of longer duration or lower cooldown - One of the two would make the trait very interesting
This would really push and reward the support and group aspect, the cooldown reduction is more potent if you're in groups. Of course there's the 5 ally limit - so a potential 25% cooldown reduction. Another suggestion was to see stances grant 2s Quickness to self and allies - would synergize with other traits and offer great utility
The healing stance.
This skill is alright - it is very situational, so I wouldn't recommend using it in condition-free situations, as it greatly loses its efficiency. Like all stances, no way to reduce the cooldown, so for some, that can be annoying. The condition cleanse effect is per pulse, so the player is still vulnerable to conditions while it is in effect. The healing numbers are good - with zero healing power, you can potentially heal up to 8227 health, but remember - conditions still tick in that time so the effective recovery can be much lower.
The reasoning behind this is that again, we are still rather vulnerable while the stance is pulsing - with the current condition heavy meta, you can get a lot of damage in 4s. Not to mention this skill doesn't seem to prioritise any conditions, so while it cleanses movement impeding conditions, the damaging conditions still tick. The resistance would mitigate some of that damage, and the higher base healing numbers would give a little boost both when cleansing, or for using the skill without being affected by conditions. Also adding a boon to this stance would somewhat normalise it with the other stances - all other stances (save for the elite, we'll explore that one later) offer at least one boon.
The evasion stance.
Oh boy. On paper, and thematically, it is an interesting idea. But oh my goodness, the cooldown vs effect ratio is horrible. 45 seconds cooldown (and again, no trait to lower the cooldown) for a minimal effect? Something is really wrong here. The dodges this stance grants are less than 3(?) so on a 45 seconds cooldown, and for the minimal effect it grants, I highly doubt people actually use that skill. Again, thematically, it is interesting, and I want to keep the theme, but please, tweaks the numbers. Greatly.
Reasoning is pretty simple - it is HIGHLY UNDERPERFORMING. Making it a stun break sounds absolutely natural and adds active utility. The change from 25 to 50 endurance is to guarantee at least one dodge, and the stance duration from 8s to 10s is not just for the player, but also for allies, if traited with Leader of the Pack, as with 4s, it is barely 1 new dodge (and about 1 might stack). The cooldown reduction is just... mandatory.
The condition stance.
This one is in an okay spot, BUT it does lack a little effect that would greatly fit its theme (conditions) and give it a unique identity
This would be like the twin to Moa Stance - where moa is about boons, this one is about conditions. Moa stance grants 66% boon duration, Vulture stance would grant 33% condition duration. It would greatly complement any condition builds and add something unique and very useful for condi builds to yourself and to allies when traited. The might and poison are fine, I'd like to perhaps suggest a 2s increase to both the stance duration and the might and poison durations? From 6s to 8s.
The movement stance.
This one is in a good spot. The only other skill that grants stability to rangers... Still sad about that. The boons are great, stability stacks are fine, a bit bummed it doesn't pulse though, like warrior's Balanced Stance but we have a good cooldown and the stance effect is really nice.
The boon stance.
I love it. It's in a perfect spot - proper balance of cooldown, duration, effect and utility. I honestly don't see anything to change to make it viable or useful. It covers its theme and role perfectly - enhance boons (and grant some). Let's also not forget that it affects its own boons itself, so it actually grants 5s protection and 10s fury and swiftness.
The reasoning behind this is that the guy that designed it did a good job, ha!
The DPS stance.
This one is interesting, but lacks something - other elite skills are more interesting and again, I'll say it, this one lacks utility. Back when this stance was announced, many people (myself included) thought the description meant that it would 'double' the hit you made - so double maul or double point blank shot etc - and while interesting that would be, it would also be pretty broken, even with higher CD and higher interval rate. My suggestion is simple, and would also synergise with core ranger and soulbeast itself
Just think about it. For 3s. Done? Lemme explain the reasoning - it's the DPS stance, and quickness is one of the best boon for DPS. It is also not granted freely - you need to perform successful hits to get the quickness. To the player, that's a potential 8s quickness if all strikes hit, but for allies, when stances are traited, it's a potential 4s quickness, which is very much in line with Guardian's elite shout "Feel my Wrath!" (which also grants fury, is traitable for lower cooldown and has a base cooldown of 45s). It would also synergize with Essence of Speed.
If deemed too powerful, due to potential 8s quickness or even up to 12s due to Essence of Speed, the effect could be changed to simply
It would only grant the quickness when the skill is cast, not on succesful strikes - and when traited, it would still be the full 4s quickness as the stance share trait doesn't reduce boon durations, but stance durations only.
4s quickness on 60s cooldown is extremely fair.
An alternate suggestion that would also benefit condition builds would be to
I was quite surprised to see no quickness on any of the stances, esp since there are specific traits for that boon. I think the stances have good themes/goals, but most really need tweaks to be viable over other skills.
How would you tweak the stances? Are you happy with their current iterations? I'd like to hear your comments and reasoning.