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2. You get new people faster when you are low on people and slower when you have many. This makes you snowball less while also making recovering much easier. The quest mostly grant rare characters and not just "add characters".
3. TFL is a bit far away from this. TFL consists soley from events and loosing a character is much more painful yet more rare. Here you do not have the elite squad with a mission to get somwhere quick. Here you have some people from a small village who live in the middle of danger. People join, people die: it's the course of life especially for that time and place. While having limited reload and randomizing, this is still more of an adventure/building game with tactical rougelike elements. You just dont have that limited party on a mission, you've got a living village.
If you just had a high population but max groups of e.g. 6 ppl, you can still zerg down dragons in an emergency, but you will probably need ~4 groups and all the people in the first 3 groups will risk death. If they are all in 1 group, you maybe have 4 people risking death. (These arent exact numbers ofc, but show you what I mean).
The stacking of people is still way to powerful and doens't change much on higher difficulites. On higher difficulties everything gets weaker, but stacking people is still the easiest tatic present.
Adding a "hit all" component could help resolve this. Dragon breath, magic use etc. It would also help change the 1shot/act first or be 1shot mechanic and make tank builds more viable. It would also encourage bringing a medic type along. As it is currently either you totally stomp the enemy and barely get scratched, or you have half+ of your party 1shot in battle and rely on the RNG gods to determine who lives and dies. AE or "hit all" could also open the door to granting special resistances on characters adding more flavor too!
Another issue with party size is that the UI barely supports 12 6/6 people in your party before the clutter of cards makes it tedious to mouse over to check what abilities are available. 10 5/5 people is far easier to see at a glance what you have to work with. A group of 10 or 12 though has a harder time against Leshy or Werewolves and anything with a ratio of 1:2 party to monsters.
Also the number of cards you get to play per turn is a big factor in all these considerations. Afaik thats based off of how many characters are left to play in your deck. Meaning a stack of 20 with be able to bury their heavy hitters behind there fodder troops and you cant do much about it. There are other drawbacks too but card burying is a big one since players value their characters survival while the AI seems to be happy getting a single kill per battle.