Quote Originally Posted by Physic View Post
it doesnt work like cooldowns,
It served the same function that a cooldown does, which is:

Quote Originally Posted by Physic View Post
it ... allows you not to be constantly attacking
which is the purpose of a cooldown, and it's redundant and bad design to have them both in the game.

Whoever posted this comment knows what's up:

The battle system is compromised of two types of attacks; Turn based attacks (stamina gauge, recast, attacks whose success is determined after the hit) and action based attacks (attacks that can be dodged by moving around).
As stated previously, the stamina gauge is scheduled to be removed. We believe that all the other issues mentioned do not detract from the game significantly.
This weird amalgamation of a battle system we have now is the result of this mish mash. Now, properly implemented, a hybrid system MIGHT work. But that's probably more trouble than it's worth. Ether optimize for a more methodical pace akin to turn based combat: like what we're getting with auto attack and the battle revision, or optimize for action-RPG like Tera or Vindictus.

Trying to get the best of both worlds in this case led to us getting the worse of both worlds.