The player switches between characters just like one would switch between Schemata. One Party Leader HP bar, that differs in % between characters rather than solid points. Party members act as Guests, and will act in a matter customizable by the player. More potent abilities have cooldowns so not to be overwhelmingly powerful, even if they are weak enough to be "background noise". Attacks are cast slower, are weaker/inflict less Stagger, and statuses have lower durations. Attack and Ruin are always available for all characters, but one "chain" has far longer endlag than before, and more lag inbetween castings as well. Guards can still be held for a decently long time.
Cooldown per ability
1 "ability cooldown" that prevents the user from doing anything other than Attack/Ruin, with each ability setting this 1 cooldown back by different amounts?
The player switches between control of characters, just like one would switch between party leaders. Each character has their own HP bar.
Because of free movement this allows the player to position the characters more efficiently on the battlefield. By pressing R3 the player enters free targeting, aiming attacks at the spot rather than at a targeted foe. This allows for abilities with AoE or position-related effects to be used where desired rather than directly onto an enemy. This includes abilities like Magnet and Mine. By pressing R3 again the player reenters normal targeting.
Regular stats now affect . I don't care how, I don't care by how much, they just should. I mean, what was the point with raising Lightning's if attacks were never the most effective damage dealers? Nothing, that's what.
Locked Abilities are now simply abils that can be exclusively equipped to that garb. They can be upgraded and removed like any other abil, but not be equipped by any other garb, nor can they be disposed of.
As for weaker locked abils as balancing to high stats or passives (see: Soldier of Peace's Shadowbind), that's already dumb. So none of that. The balancing is not having a mighty exclusive, you instead have a dumb one.
-aga level abils have a second finale that deals more stabilizing stagger wave?
-aja level abils have more stabilizing build up as well? and none of that "low hp means more damage" nonsense, aint nobody going to use an abil that takes 45 seconds to cast when they need to be guarding their ****