@Kurdiez
There are some definite issues with your proposed mechanics that I feel must be addressed. Not only for you, but for everyone that reads this thread and wants to make a game similar to yours. And to properly get my points across I'm afraid I'm going to have to get a little mean for a moment.
<Mean Basileus>
re: Role-Playing Game
I was not "somewhat" correct about your game not being an RPG, I was 100% entirely correct. Creating combat "roles" does not an RPG make - Call of Duty and Team Fortress 2 also have classes with unique skills and different weapon types and nobody would call them an RPG. What makes a game like Dungeons & Dragons an RPG is the
progression system. You do not need levels and equipment drops to progress, but there needs to be some measure of
getting better at your role over time. It's not just having a "job", it's getting better and learning new ways to do that job through practice - that's why we call them "Experience Points". The characters become more experience at their "role" and learn new skills to do their job better and become overall stronger for their continued success. Two characters might be Wizards, but the more experienced Wizard should have more spells to cast and can cast them stronger or for less mana than an inexperienced Wizard. The core gameplay fantasy is the feeling of becoming more powerful over time, of rewarding hard work and succeeding at tasks with some means of gaining power to take on even more challenging tasks that could not be completed before.
If your game has units that never grow stronger and have fixed stats, then you are making a puzzle game and need to acknowledge this. You are not going to create a "new" type of RPG because you are not making one at all. If you create a puzzle game - and you are - but try to appeal to RPG players throughout the entire design process, then all you will accomplish is making a watered down product that doesn't appeal to either RPG Gamers or Puzzle Gamers and fails to live up to its potential.
re: Candy Crush
KILL IT WITH FIRE. Candy Crush is not a game, it is an abomination known as a Skinner Box that is designed to trap people with addictive personalities and scam them out of money. It's like a casino using pretty lights and sounds to look flashy and impressive and make you feel good spending money. Many players do not actually spend money on it, but that it irrelevant. It's only purpose is to make money from the players that cannot control themselves.
If this project is just to make money on the mobile market then you can try to rise above the many failed clones of Candy Crush, but if you want to make a great game that has real merit and meaning, then Candy Crush is the worst possible base imaginable. Just having a combat system resembling Candy Crush will guarantee that few people will ever take your game seriously. At least look into Strategy and Tactics RPGs like
Fire Emblem and
Final Fantasy Tactics for examples of successful games with battle systems similar to what you are talking about.
</Mean Basileus>
re: Taunt and Utility
I feel you are missing the point. A "Taunt" skill is a means to allow the player to alter the actions of the enemy. This is a form of "Utility", a non-damaging skill that does something useful for success. It is not meant to be "free invulnerability" for squishy high DPS units, there are supposed to be trade-offs like one of your characters taking damage from all enemy units every turn, or only working on a single target, or only lasting one turn so the tank needs to keep using it to keep protect the weaker units.
And no, it is not unrealistic. If you are a commander and let the enemy accomplished all of their objectives without trying to impede them or alter their course of action, then you would be the worst commander in history. Sun Tzu's
The Art of War is basically
Taunting the Book. If you want to make good puzzles, then the ability to manipulate the enemy's targeting - at a price - is a solid and powerful tool.
An example: Say you are a soldier and your mission is the capture stolen intelligence. You injure the runner and go for the intelligence when you hear the sound of a shotgun pump behind you. Would you ignore the enemy behind you and mindlessly go after the intelligence since it is your actual objective, or would you hold off going after the intelligence to deal with the threat behind you? It's good to have enemies with a goal in mind, but it's damn frustrating to fight enemies that can never deviate from their task since there is 0 room for error and no way to save the mission if you fall behind. Rogue got injured? Welp he's dead since there is no way to distract the enemy to let him dash behind cover.
Taunt is hardly the only form of Utility. The ability to manipulate the enemy, alter their course of action, deny them turns or specific actions. All of it is important if you intend to make puzzle battles. Otherwise you are just bludgeoning things with sticks until one side falls down, and stat-checks in a game without scaling would be downright miserable.
re: Lack of Level and Loot Scaling
@bgillisp is right. Studies have shown that the thing that makes an addictive RPG is gaining levels and acquiring new tiers of loot and rare items. See: World of Warcraft. The feeling you are going for is a Candy Crush style addiction which is really just a cheap thrill, basically an extension of the online casinos from the 90's and early 00's. The feeling of an addictive RPG isn't one of "Yay I solved a puzzle" but one of constantly acquiring things, money not so much but gaining levels and getting new skills, perk points, and stat boosts from it and getting weapons and armor stronger and cooler looking than the ones you have.
If you want to apply "modern mobile gaming" to "Traditional RPGs" then I hate to break it to you, but Japan beat you to the punch years ago. Google games like
Granblue Fantasy,
Kantai Collection, and
Fate/Grand Order. That is what a successful mobile RPG looks like and the style is being copied about as much as Candy Crush is being copied. Hundreds of units to collect (unique art work but plenty of overlap ability-wise so you aren't screwed if you don't get certain ones), lots of leveling to make your favorite units stronger, big upgrades and new art for boosting your favorite units up a tier, acquiring materials to craft and enhance equipment or skills, pretty basic RPG combat with missions consisting of chains of battles with no healing in-between and a boss at the end, and Gatcha rolls where you expend resources obtained from completing missions to get random units or gear. The Gatcha rolls are unbelievably addicting for many players due to the randomness and the "jackpot" feeling of getting lucky and getting Super Rare units. There is a danger of veering into Candy Crush territory with real money micro-transactions, but the emphasis is strongly on the actual characters/units and stories (especially unit-specific side-stories) and generally does not press the player into spending money...but they will hold special limited time events and dangle very cool limited content in front of players.
I strongly urge you to look up
Granblue Fantasy and
Fate/Grand Order before you move forward with this.