I worked out a more detailed model of my proposed three in one fix at work today. Thank you somebody for paying me to think about SoD.
The NEW and IMPROVED Monk Animal Stance Model:
PURPOSE: To unify the Combo, Special Attack, and Stance systems into one streamlined model that is responsive, bloat free, and F-U-N. I went with Animals names b/c Kungfu stances have impossible to remember if you do not speak mandarin or kind of goofy translations names.
DISCLAIMER: Everything here is half thought out (that is about as hard as I can think) by a bias individual. If something is crazy stupid, unbalanced, or other sucks please be gentle and constructive.
SPECIAL ATTACKS:
Flying Kick returns to the same as before, or slightly tweaked damage as needed for balance.
Dragon Punch/Tail Rake innate .01 second stun to replace /s 13 Rending Rage
Round Kick, Tiger Claw, and Eagle Strike would have no special function baseline ("vanilla"), but would gain special abilities in certain stances. [This is kind of the crux of the entire system, so hopefully it can be scripted]
ANIMAL STANCES:
LVL : Name : Stamina usage
-Notes
Stamina usage [this is an area where I am no doubt being Monk bias and greedy]
---LOW = no drain with full buffs
---MEDIUM = no drain with full raid buffs and proposed Skill of Hand AA
---HIGH = 5-10 ticks depending on buffs/AA
---VERY HIGH = 1-2 ticks depending on buffs/AA
10 : Bear Stance : HIGH
-Exactly like /s 11 Crushing Blows - Lose double/triple but hit for 3X damage
-Special Attacks remain vanilla
-While this is not the best stance currently it would be MUCH more exciting at low levels
20 : Monk(e)y Stance* : LOW
-Exactly like /s 6 Reflexive Stance - You are able to react foes behind you, allowing you to dodge and block from all sides, as well as become immune to backstab.
-Round Kick: Knockback
-Tiger Claw: ranged one tick Calm spell [blue or lower mobs only]***[really important that you read the *** before flipping your shit on this one]
-Eagle Strike: Flying Eagle Strike**
30 : Mantis Stance : MEDIUM/HIGH
-Similar to /s 9 Raging Whirlwind - Lose double/triple but hit many targets
-Special Attacks remain vanilla
40 : Tiger Stance : HIGH
-Exactly like /s 12 Dance of Death - Auto Riposte but lose avoidance
-Special Attacks remain vanilla
50 : Eagle Stance* : MEDIUM
-Defensive stance avoidance/accuracy
-Round Kick: Seven-Sided Stomp**
-Tiger Claw: +aggro [same as current function]
-Eagle Strike: Wrath of Nalansar**
60 : Dragon Stance : MEDIUM
-Aggressive stance avoidance/accuracy
-Round Kick: Slow Time**
-Tiger Claw: Eagle Strike Combo**
-Eagle Strike: Massive Kick**
65: Turtle Stance : VERY HIGH
-Exactly like /s 14 now
-The only Extreme stance that locks you in
Stance Notes:
*Monkey Stance and Eagle Stance should maybe switch places, depending on if monks would want to be pullers or OT for leveling up.
**Any carryovers from the Combo System would have to be tweaked. Obviously tapping for 500 or tapping for 1200 on CD would be broken. Similarly buff/debuff duration would need to be one tick.
***"HOLY CRAP YOU ARE A CRAZY PERSON WHO WANTS TO RUIN THIS GAME!!!" Ok. Two counter-points: 1. Monks have this ability on another game that is very very similar to SoD. 2. Wall Splitting is tacky, boring, and unquestionably an exploit if looked at in a vacuum. This ability WOULD NOT end splitting (wall or other) as it only works on one mob at a time [or would require perfect planning and super human timing to work on two- which if you can do it then kudos to you!] and, as proposed, only works on blue or lower cons. Also, the inherent nature of server ticks would make this ability anything but certain.
ALTERNATE ADVANCEMENT CHANGES:
Skill of Hand: Reduces the stamina drain of stances to the point where MEDIUM drain stances, with full raid buffs, would be stamina drain neutral??? [Honestly I am not sure what to do with this one. A fairly blah idea]
Discipline of the Body: Reduces the Innate 50% chance of special attacks missing by 50% per rank.
No AAs: 50% miss chance.
1 AA: 25% miss chance.
2 AA: 12.5% miss chance.
3 AA: 6.75% miss chance.
4 AA: 3.125% miss chance.
5 AA: 1.5625% miss chance.
This leaves a small margin for failure, similar to FD not being certain.
SEMI-RELATED ADDENDUM: Restore the weight limits and avoidance bonus, but +50% (or double) the old limits so monks still have to work at it, but can still function without every WR bag and with some awkward upgrades.
Sure, weight limits are a pain in the ass sometimes but it made the class unique and gave you something else to consider which was immersive. Make the cap higher but the avoidance dropoff steeper so it is less of a pain but also less forgiving so we do not have to listen to "back in my day" stories from half the Monk population.
CONCLUSION: Hopefully this is not the dumbest thing you have ever read on the forums. I really think that a unified system is the way to go, even if it is totally different from this one. The bloated list of stances, unresponsive combo system, and counter-intuitive innate specials that monks currently have combine into a nightmarish patchwork of disparate ideas.