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It's a really weird interpretation of DnD. One character does damage, and basically nine champions buff the dps.
I'm sure the game would be much better if healing was meaningful, tanks used damage mitigation rather than just relying on hit points, and most of the buffs were toned down so you could use several dps characters. It would be more intuitive as well as more true to the spirit of the source material.
The tanking/healing rebalance might change something (but likely only making healing or tanking buff that one dps more).
You'll see posts come up about 'how should I arrange my formation?' etc.. and those will almost always end up with :
arrange so-and-so buffing people around [dps of the month guy]
But, apparently this is the way idle games work... Personally, I'd prefer something a little more even where all characters do their thing, and don't just 'enable some other guy to do their thing'.
Changing it would require a vast overhaul of the game mechanics. As long as buffs are >100%, it will be far better to stick to a single DPS or dual DPS where you lose no buffs.
It's just math.
Even if they aren't 100%, it's not going to change anything. It's when buffs become additive instead of multiplicative that the option of stacking or diversifying remains valid. Unlike multiplicative buffs, which gain power as they increase in value, additive buffs lose value as their individual values increase. As a result, speading them around becomes the best usage...assuming that you have enough equally capable DPS champions on which to utilize those buffs. Right now, there are clear winners for DPS, and that makes things more complicated.