It also restricts target-specific hotbar modding, which might be another way of pruning the total keybinds needed. When aiming at an enemy, your offensive skills show; aiming at an ally, your healing skills show. Alternatively, you could show all, but your heals when targeting an enemy can be toggled to focus-cast, target-of-target cast, etc.
Of course, I'm not saying that isn't worth the trade as long as this kind of thing is done fairly universally, albeit with minimal potential annoyances.
As for the griefing possibilities, I can't imagine that being without easy means of mitigation. You can make Sleep a buff when afflicted by an ally, and simply click it off, possibly with a new general aura-cancel key with the applicable buffs flashing, using it to ignore certain charm/fear mechanic (sometimes with the risk of putting them into an even worse nightmare, from which they can't be woken). If an ally is frozen or takes on a debuff that will freeze him, either an external hitbox with associated art is created for/around the frozen/freezing ally, or the ally him/herself becomes targetable. In the first case a seperate unit, the ice barrier, is created, but the ally to whom it is attached may or may not still be targetable. I personally don't mind the idea of letting that barrier feed up to x HP before Flaring my own ally with bonus fire damage on the barrier (likely reduced on any excess), trying to cut damage as close as possible, but neither would I mind that no damage can actually be inflicted to the ally himself, only the debuff (same entity) or barrier (separate). The same can be done for Charmed allies, hitting them only to the point (show on their health bar in a different color) that would release them from the charm, or with reduced excess damage. Healing enemies could similarly be limited to undead or similar case enemies, specifically, or maybe even those who you can generate buffs from your damage dealt, but don't actually want to kill. Just as we have target filters, you could do the same with such controls. These modes could even be on a fight-by-fight basis that may indicate presumable fight mechanics, even if that means beating each other to keep them from generating too much Shadow or whatever debuff (which, when kept under control, aids their dps, altough thereby needing more beating), or whatnot.



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