on occasion I will sort of cheese it by killing the meanest stuff and leaving one weak enemy I can out heal (stress heals and HP heals if I have a jester and a Vestal)
This is a big topic on their forums. Most agree it's cheese but a smaller proportion vocally want to see it go.
If you can't dedicate a stun to it (like let's say your Crusader or Vestal has other stuff you really want them doing like HP or Stress heals) it's not
actually that smart of a move. You can debuff their accuracy or w/e, but basically 1 crit rolls back half of your work just in that fight. I had a 9 round fight I was milking and the bastard snuck two crits in on me. When I sat back and thought about it, the HPs are relatively easy to recover...you just have to watch out for that 5 to
? crit window. Stress on the other hand.....takes a lot more effort to bring down without camping, and is much more fragile to maintain. Sometimes you just get lucky runs where you score enough crits per fight you stay at a relatively manageable level. And then you get those fights were it's two enemy crits a fight, and you're screwed before the end of the second fight.
Crits are the great equalizer in this game...and from my reading on their forums, once you cross a certain threshold of resolve/armor/weapon damage, the game's difficulty actually takes a nose dive. I think a lot of difficulty hinges on just that one mechanic. Well, that and their RNG. I'd love a little dev talk about it, because it feels so weighted to the extremes.
Also, game would be a lot harder if torches burned down during combat. I thought it did, it's just they deplete so fast walking around I mistook one for the other at the beginning. Maybe if they nerfed walking torch burn a little, and added combat torch burn, it would shake things up a little. That would be an incentive not to drag out fights, make scout missions a little more fair. On the other hand, I've done +5 Torch ability spam too, so I dunno how well it could fight that off.