Sure. But the point wasn't to express that my battle system is really great.
The discussion here is about "avoiding RPG Maker Stigma" because some players avoid RPG maker games, and part of the reason why this stigma existed is because of many RM games have the flaws from 90s JRPG battle system.
If you want to make an argument that you have done something to change the stigma about RPG Maker gameplay, a "great battle system" is kind of required no?
What I mean is that aside from attack and healing, you must pay attention to other developments in battle. That gives you the 'things to do'. Even defense isn't a straight-forward thing. Since each character has different attributes, different kinds of defenses are necessary for each character and in each battle against each different type of enemy. And all of this is done with 'states'. Some states give players different skills and others take them away. Some states change resource acquisition and that plays directly into what skills are used and in what way.
I think something similar has already been done in FF with protect/shell/reflect. In fact I think it's common in many RPG with things like "fire shield" "water shield".
Mechanically it sounds like it's not very different from just another defense or defensive buffs.
Not saying you can't execute better than other games since I can't comment on your system without actually played it.
Now, to use ice attacks, a character might need to enter a 'stance' lets say.
It really doesn't! Explore all you can do with 'states'!
I think you missed my point here. The stance system you described was done in many games such as Slay the Spire, and it's done very well too. The battle system of that game built entirely on all kinds of buffs stacking and stance changing, or managing the pros and cons of each states/stance.
But they also have an entire custom battle system build to support this mechanic. For example they have states tooltips, which IMO is almost required for a states focused battle system. They also have an AP system to manage player's movement cost, so players have a lot of control on risk management when they use a highly risky stance, which creates strategy and entertainment.
They don't just come up with a states focused gameplay using RPG Maker battle mechanics and call it a day. They built one cohesive system that works as a whole.
If you come up with a good idea that is potentially fun, you are very likely to run into a situation that scripting is required to refine such system. Because default system isn't flexible enough.
What I have done is a bit rudimentary, and I will probably adjust it with plugins later, but I simply have a state that applies "Action Times +100%".
Isn't action times + just repeats your last action? I don't mean action times +, I meant input different command multiple times per turn.
Okay, but attempting something different is standard for creativity. Lazy is exactly the way to describe devs that use the pre-entered values and stats. RPGMaker can do a whole heck of a lot. The tools exist, and people should explore it more than not at all.
I never said game designers shouldn't design good gameplay. I said if a designer want to implement certain mechanic that is potentially fun, very often they'll have to code to make it work well.
I dunno. Seems pretty easy, fast, and flexible to me. There may be other engines that make it easier, but I honestly don't see any major need to streamline the process. The point is that the engine can absolutely do the things you were criticizing it for lacking. Seriously, explore states and mess around! You might be surprised just how crazy you can make things
To my knowledge, game design doesn't work this way.

No professional game designer that I know of, just come up with perfect gameplay only because they are "creative" or "work hard" or they "explore and mess around".
Instead they come up with an idea by being "creative" or "work hard", then they test the mechanics, adjust the mechanic based on feedback, then test it again, then adjust it......repeat for hundred times until the gameplay is good.
In this process, programming skill is often required for greater flexibility to make adjustments.
I've already tried all of the mechanics that you mentioned. Then players will play the game, give feedbacks like "this state should do X instead of Y" "This skill should do A instead of B", and their feedback can only be addressed with plugins or code.
When I made my first game I avoided using plugins like many people, to avoid a messy project. All my battle system was default and I played around with default mechanics.
By the time I finished the game I ended up having like 70 plugins. Because everytime players point out a design issue, I have to make changes that isn't doable in the default engine so these design issues go away. So I add one plugin after another.
Personally, as a game designer, I think all designers who strive for better gameplay should have ways to modify the default system or build their own. Because game design isn't just about having one awesome idea, but tweaking and polishing the mechanic until they are perfect.
Therefore I don't agree when people insisted that "default works well if you work hard" at all. Comments like this is not nearly as practical as just code and get things done the way you(and the players) wanted.
Naturally, the most impressive well-known games are known for their aesthetic and story. Battle systems would only ever be a bonus... or a game breaker.
Slay the Spire has mediocre aesthetic and no story, but sold millions of copies because of their awesome battle system.
Divinity original sin 2, a CRPG with combat as the main selling point, currently has 120,616 reviews on Steam.
Disco Elysium, a CRPG with story and aesthetics as the main selling point has 46,022 reviews on Steam.
Disco Elysium doesn't sell more copies than Divinity original sin 2 even though they shared mostly the same target audience, and has similar metacritic score.
I think it's obvious that players very much care about the battle system.
Battle system is probably harder to do well than story and aesthetics, that explains why many successful games rely on graphics and story. It doesn't mean great gameplay in video game is only ever a "bonus". Nor I see story focused game have an advantage over combat focused game by comparing sales.
What's wrong with scripting? It's a powerful tool at your disposal and something that ought to be embraced, not avoided.
Exactly my point! There are many people here insisted "default battle system works well" then whenever I mentioned the importance of scripting and flexibility, I got replies like "devs don't work hard enough" "be creative".
If good game design can be done with just creativity but no programming skill, then why would studios hire programmers and build their own tools? Obviously programming is a very very important part of game dev.