I believe the problem is something like this. If Fred and Dino collide, we can easily make them damage each other by subtracting Fred's attack damage from Dino's HP, and vice versa:
But if we have 2 Freds who hit each other, it's not so easy. We can't just do this...
...because Fusion will subtract each Fred's attack damage
from himself, instead of
from the other Fred. If both Freds happen to have the same attack damage, then it's ok. But if one of them happens to be stronger than the other, then the wrong damage calculations will occur. I'm sure there are methods to do this, but it's probably relatively tricky and inconvenient. Because we're talking about extracting the correct
values from the correct
instances of an object, I guess Bonehead's ears pricked up when they saw that there was a new
"Instance Value" feature, hoping that it was going to solve this problem.