Today I left my own key: the saga continues

I think something they could do is make fail damage do more damage % the higher key, for example make 90% of outgoing damage of a 2 the dmg everyone takes like sacred toll, and then shift to the normal amount at 12 and then 12+ is the same. That way healing a 6 is more consistent in difficulty even if your group is really bad (I don’t have a fix for 12+)