From the release notes: Obviously this is not in yet but does anyone know what the new duration will be?
Is this on QA? My berserker's is 1 minute. (Still not affected by stacking, either, just in case that was how the duration was worked in.)
Doubled the duration of all stances and NOW the build is underway! Doing a full build since we can't trust Unity to do incremental builds without turning our materials pink after a few builds. Should take about 5 hours total. https://twitter.com/catnipgames/status/1299330338410422273
i kind of expected it to follow normal stacking where it would increase the more we stack with a single being where we are now...
Too funny. I agree that increasing the duration 100% is a big increase but it totally overlooks the fact that the base duration is entirely too short so add another 0 to the end of that duration please.
2 minutes > 1 minutes. Its better now, yes. However, stacking still does nothing and you still have to keep the skill on your active deck, even thou it could be either long buff or toggle ( as @devilronin ) said.
It's at least an improvement. Now, if we could just get them to increase the Blind duration a bit....
I think stances should be toggles or last like an hour. Like the shields work or base stats buffs. You cast them before combat and then you do not worry about them... Also the Spellbinder stance gets cancelled every time I move. I think it would be better if the benefits increased over time. When you move they would reset to 0 and slowly increased over time. Rather than losing the skill completely. It really annoys me as a healer because often one of the party members is behind some obstacle and I need to move to heal them...
I've never really understood the short duration buffs, myself. Just busywork to cast things every fight. Glad they've improved it somewhat, but anything under 10 minutes is just annoying to bother with. 'Course I never really understood the removing the ability to use all 3 stat buffs either, another needless arbitrary decision it seemed at the time (and still seems so) when the 'too many buffs' problem is still alive and well :X Sota combat: 3 mins of buffing, 30 seconds killing :X
Some buffs makes sense, the reactionary ones like Glacing Blow, Dodge and the others I really enjoy, because you get a little duration out of it for the less active players, but the ones who want to push it to the limits can get the 2/4 second duration peak buff to get a nice dodge on a big hit. For the others, I agree. I think staces being toggles is because of a lack of tech for it.
Only if we all agree they would be way too powerful at that point and get nerfed before they have unlimited duration. Stances are fine. They are extremely powerful and have a duration mostly in line with other similar skills.
what context is tech used in, as there are already few skill scripts(taming debuff, and tame already out when using whistle) and functions that can be adjusted and added to make them work as toggles, and removing the charge/multi-glyph feature from is a simple... ish one. ive played with unity a bit(pc choked when trying to use either the sample game i dled or the island i loaded from the freebies on Ustore)
with the debuffs from stances not exactly(reason why i dont like using them), or is this related to them being charged up(for x4/x5 effect)
Large part of why the combat is so lacklustre Instead of fun interactive skills its mostly maintaining boring stats/buffs It's not just stances that should be a toggle. The way they got this stuff designed, might as well toggle half your combat bar.