Raikami
Hmmm...I may be taking too many liberties with this kind of post. community feedback can help or hurt, and at the end of the day it's the devs vision coming to life. I believe in their desire to capture meaningful roles and abilities that are unique to each class...
Relatively new to this type of MMO, and have a lvl 20 fighter. I only tried it solo so far. Having to make choices in response to RNG was a light value add. Vengeance is more of a garnish and not a cornerstone and can remain that way, but needs a look.
Certain abilities granting stacks might give the devs more control over its impact? A predictable tool that can be planned for, drive versatility, and easier to tune?
Perhaps certain stances change what skills grant a stack, and that switching weapons or stances removes them? This would encourage filing the role, serving the need by choice, and not being an all rounder in each stance.
Normalize the base stance and ability toolkit by role and purpose, and have vengeance remain the salt to lift the role and make it shine.
Main tank? Defensive stance, fill the role of managing threat and taking mob dmg, great at taking hits, lower dps output, moderate debuffs to reduce incoming damage, and vengeance skills more attractive to have on bar (applies to all stances)
Off tank? Tactician stance, fill the role of threat transitions off of dps and heals, great at padding members life/defense, disabling mobs (slows, disarm etc)
Off DPS? Offensive stance, fill the role of helping DPS, takes more damage, debuff mobs to take more damage, etc...
Maybe battle cry as stance based? Defense grants strength. Tactical grants agility. Offense grants dexterity. (Lost when stance switching.)
Melee only tanks always seem to have an identity crisis... and honoring the diversity and depth is tricky. Each persona having a clear role and encounter impact mapped on a matrix, with school lock outs, and avoiding toxic pairing would be interesting to see.