Those who played this game in the beginning (esp ALPHA and BETA) will remember the Secondary Charge-Up Meter that worked in conjunction with the stamina bar.
It was a part of combat that required extra clicking, it slowed the pace of battle down to a crawl and made the whole system seem sluggish. Not only that, but its functions were never fully (or at least clearly) explained in the game. Due to player complaints, they removed it, and rightfully so.
But that was then...
With the advent of Auto-attack, battle runs at a good pace. We can now chat with people while in combat and the amount of clicking we do is greatly diminished. So much so, that it might be a good time to reintroduce a revamped secondary meter for special attacks like TP moves.
The inclusion of a secondary meter for special attacks could open up all sorts of nifty options during battle customized for each attack.
For example:
- Skull Sunder: Accuracy >>> Effect Duration
- Red Lotus: Physical Damage% >>> %Elemental Damage%
- Damnation: Damage >>> MP gain%
- Shock Spikes: Duration of Effect >>> Damage of Effect
There are lots of possibilities and they would all help add an additional dimension of strategy to battles without burdening the whole system down. Perhaps it wouldn't be used for every TP move. And some moves might have their own custom secondary meter... (think the slots for Tifa's Limit Break in FFVII, or the triggers for the gunblade overdrive in FFVIII)
Now that FFXIV's battle system is on a solid foundation, I would like to see some of the very forward-thinking ideas from the original design brought back into it.