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I never even thought of that. I guess it's a balance decision then.
It's on me for not checking it after my party leaves the inn though, I haven't yet had a pop-up for a negative relationship elsewhere but it can probably happen.
My current team is PD, Jester, Flag, Hellion. You gotta diversify your healing options and self heals are great.
I rarely have negative relationships so it often doesn't happen that I double check any skills to see if they unequip one.
As with everything else, it's not about going for bonuses, it's about avoiding penalties. In the Relationship system, getting positive Relationships is very nice, but avoiding bad ones is far, far, far, far, far more important.
I call it a pretty badly thought feature since the game already favors "static" parties, with a powerful trophy and numerous trinkets and items enhancing that tactic. This is yet another slap in the face of dancing teams, that are usually much more variety-hungry.
Dunno if I made myself clear and I understand this isn's an universal problem.
Well it does heavily favour picking one, plus you get the mid fight buffs even on a whiffed skill pick :P
Have a function that remembers skills being toggled on/off so that in case you decide to cheese it, it still rolls for 1 of 5 of the last selected skills.
Or alternatively, do like the Butcher's Circus and disallow leaving empty skill slots.
Why would you not have all 5 skills on your bar anyway? For challenge runs you can just ignore the skills you don't want to use.