Well, this is cause for unease. I really feel to make combat more enjoyable is to enhance this portion of it.
What are some of your ideas for it? This is just a thread I wanted to start brainstorming about how they should go about reworking these. I will post my own thoughts and suggestions here as well.
I'll make a collection of these ideas on the first post as they are made that I feel are worth mention alongside my own thoughts.
Please feel free to comment, add, like, etc. =)
Ideas:
1) Introduction of some form of Limit Break (possibly stack-able with other breaks)
2) Different regimens formed due to different combat factors such as:
2a) Combination of different class abilities
2b) Number of abilities in a chain/stack
2c) Amount of TP/MP consumption (stronger abilities/magic causing more damage, etc)
2d) Mob type (think FFX with magical beasts or hard shelled ones)
2e) Targeted portion of mobs for incapacitation (Implementation of noticeable pop up or a physical change on the mob model indicating incapacitation.)
3) A prompt for the regimens as the abilities become available for them
(Example: Instead of hitting a button, stacking an ability or spell, and waiting for everyone else before releasing it manually; everyone needs to press the button for the regimen, then once all that are eligible for that regimen have selected, the regimen is automatically performed. Depending on the group, abilities equipped, mob type, etc...different regimens would be available to use. By pressing this button however, it does not stop you from continuing combat before the regimen is performed. However, if conditions alter before all have selected the button, the regimen will fail. Factors such as: Lack of TP, Lack of MP, Party Member Death, etc could cause the Regimen to fail. All conditions must be met, but if they are not it doesn't alter the fight too much because people are not waiting around for people to stack their abilities like the current system.)
4) Visual effects for each regimen that make them unique looking
5) Combinations that characterize both melee & magic, melee & melee, and magic & magic varieties
7) Possibilities of regimens that not only effect the enemy, but could detriment or enhance the party's position in combat
(Example: A powerful regimen that levels the mob, but leaves players bound for a short time, or a less potent regimen on the enemy, but grants a boost or buff to the party.)