Yeah, I'm starting to feel all that. Been doing a run or two with a psiblade pugilist build again, and I'm killing everything easy peasy. No competition. And then some rando monster comes 'round a corner and manages to score a single lucky hit, suddenly one-shotting me for 1.5k HP. Never mind hundreds of armour from repulsion or anything else for that matter.
It is a bit silly at this point. But it's been a good twenty hours or so of surprisingly well-crafted fun.
Yeah, high cycle you have to be a
lot more deliberate in how you move, basically, even if you're mulching everything you touch. Corners are the devil, heh (any of the stand-still-do-damage hats are really helpful for this, incidentally, as it gives you an easy way to see if there's something back there), and any personal HP count below like 2.5-3k is functionally irrelevant, might as well be 1 hp 'cause you're still in 1-shot range. It's one of the places in the game you can really notice the traditional roguelike influence in it, because it's definitely willing to blow you up if you move wrong.
The defensive stats are interesting things that are way, way better tuned for low-cycle runs (which, in fairness, is explicitly what the game's balanced around -- the dev is building this thing for 1st cycle, everything after that is just for fun, not reasonable design), because they've all got an unmitigable 10% chance to fail. Low cycle, not much is going to be both reasonably able to get close to you
and able to blow you up with a 2k+ hit, so that 10% failure chance isn't much of a "your run ends" 10% chance.
High cycle, though. High cycle it is. High cycle, defensive stats are a roulette that might get you through the game but you're pulling the trigger every time something with a hit stat higher than your HP takes a swing at you, and there's going to be lots of things with a hit stat higher than your HP. You can usually play around it, barring a remarkably terrible spawn, but building around it is somewhere between difficult and impossible. Not relying on just one of them reduces the chance something rolls a 90 and invalidates it, but it never entirely
removes it.