THe new additions are cool, but for the life of me, I cant get behind that whole escapade of buffs/nerfs they threw around.
It took me THREE attempts to complete the first actual mission in a new game. First try I had a crit galore that wiped my entire party, and the second time around I finished the mission with 3 partymembers at full stress and one maybe 1 square off (And since you can only upgrade the stagecoach once after the tutorial afaik, you cant raise a compelte new party).
This ties into the major complaint I had right from the beginning, the difficulty curve is all over the place. Early game, there is barely any, if at all, skill involved with surviving the game. Money is limited, buildings unlock only after a couple missions (Which is moronic, imho. Especially the guild hall is just outright necessary if you get heroes with stupid skills) and you can't really influence your success chances beyond praying to the RNG-Gods.
Mid game is the part where the game shines. You have more money, but not enough to spend it willy nilly. You have access to all buildings, and have to think about team composition, which skills to give your guys and when to upgrade someone. It's the only part of the game, in my mind, where skill comes into play. It starts around the time the first bosses show up and ends once you killed all of the apprentice-level Bosses.
Thenw e get to late game, which is just laughable. The problem is, at least, that's what I think, that some of the later upgrades scale too well. Either that or the enemies dont pick up the pace. Tanks become close to unkillable with the right trinkets and upgrades. If you take both a Vestal and a Jester along, you will neither die nor suffer from Stress, unless you provoke it via bad torch management or using the wrong items. Damage also goes trough the roof. Give a Graverobber a couple crit trinkets, up her weapon and then watch her kill most enemies in a single round. Same goes for the Leper. Once you upped his ACC a little and get those weapon upgrades going, he murderes everything in the front row in 1-2 rounds, while still being tanky as all hell.
Bosses become almost hillarious pushovers. I remember the Swine King, and how he couldnt act because he was either permastunned by an upgraded plaguedoctor, or just died within the first couple rounds because my entire team was critting him for upwards 30 every round.
What the game needs (imho), is some major adjustement in scaling and some variation in terms of challenge, especially early and late. Early on, it would be cool if the game was less hard than it is now. It sucks that there is a high probabilty that you have to restart a couple times before you even reach the third or fourth mission. Heck, I've been unlucky enough to get murdered in the Tutorial, with unlucky misses and crits. And for the love of god, give me an option to skip the Tutorial and unlock all buildings right away. There is no good reason beyond "We dont want to overwhelm newbies" for locking critical buildings like the guild hall.
Late game on the other hand, could stand a couple buffs. The Bosses need new tricks on higher levels, and the enemies should scale up a bit more as well.