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Change Redeem so it relies on the HP of the Flag instead of his target. You wouldn't need to "top off" the hero next turn as long as the Flag was low.
I feel that at Redeem's most effective, it should lie between Divine Grace and Wyrd Reconstruction, the reliability offset by the risk to the Flag. Plus, because it relies on the Flag's HP, it could replace Endure as his go-to self heal. Endure could then be changed into something entirely different and much more effective.
Of course, without the guaranteed self-heal like in vanilla, Redeem would need a downside to prevent spam.
I continue to feel that the separation of vanilla Redeem into two skills is your Flag's biggest issue. It bloats his kit and makes it difficult to carve out move sets.
It also indirectly nerfs Suffer. With no ally-targeting abilities that benefit from having the Flag low, Suffer is much less effective.
Yeah I'm with you that Endure kind of got short shrift in the recent update, I'll see if I can come up with something a little more interesting for that skill. My version is supposed to be mainly Reclaim-based when it comes to group healing so I don't really want him to have access to the big bomb heal like in vanilla, but I'll see what I can come up with. Appreciate the feedback as always.
The new Endure isn't that useful, sure it brings him back from the depths, but it has no impact on any of his other skills or his team. Vanilla Redeem tried to get away with being strong by locking it behind an HP threshold. It didn't really work and the skill has been nerfed a bunch since, but I think you should at least retain some of that power. That way there's some incentive to get the Flagellant low on behalf of his team.
I might change my mind when I have more time with him, but in short, my first impression is that seperating vanilla Redeem into two abilities didn't really work out so great.