OK, two months passed, now it's time to show you guys what we've done with the feedback I'd received from you (well, some of you).
Although we didn't introduce turn-based combat (yep, the game's still a blobber), we tried to make combat more interesting and diverse, as well as to get rid of "dancing". One of our team members has done this little video, to illustrate what we've come up with:
https://www.youtube.com/watch?v=OUhi5vpfB1A
There are two things mentioned:
1. Mobs' immobilizing abilities: spider's web is just an example. There will be quite a lot of enemies that will be able to bind/freeze/petrify/slow down party members (these effects will differ slightly).
2. Changing the character of dungeon encounters: instead of one strong enemy, you'll get a room with a pack of weaker mobs of various kinds, so there won't be much room for dancing.
Of course that's not all, as there are also some smaller things to be done in order to balance combat.
Just to make things clear: we definitely won't ban dancing completely (to do so, we'd probably have to abandon real-time combat). Our aim is to avoid situations, when dancing or hit&run is NECESSARY to kill an enemy.
Personally, I doubt that players will dance around the opponent, if they are not forced by the game to do so.