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They can be challenging but I think you can relatively adapt to them without breaking your flow too much, keep at it!
Maybe other more experienced players have other tips to share? Maybe there are useful playthroughs on youtube? The fact that something is especially challenging for you or me doesn't necessarily mean it's badly designed.
my fight there took me five minutes and left me so demoralized i just stood still and let my minotaur friend kill me in the next room
The problem here is that regular enemies shouldn't require specific builds to handle :/
Specifically I find most brawler-type builds can chew them up easily, while long-range ones (especially the bow) either take forever to clear a room, get torn to pieces, or both, which makes Elysium's difficulty a lot more variable than it feels like it should be. In particular I think I'd like to see the shield's blocking just a little bit less foolproof, aegis and enemies' alike.
While they are a bit tougher than others, they die easily enough once you know the trick.
1) They resist frontal attacks, but any hit from behind (including terrain traps) deals damage.
2) They can't turn around fast, especially if they are hit.
So, just get close to shieldbearer, and as he prepares to attack, dash right through it and hit him from behind. Works on any build with any weapon. Yep, you'll need to repeat that a few times, but honestly, there are other annoying enemies, like constantly jumping bomb throwers or slam rocks in Asphodel.
P.S.
Enemies don't have invulnerability on their own - if you see white forcefield on enemies that means a blue crystal enemy is nearby - kill it and others are vulnerable again.
I agree that they can be handled somewhat easily when they are alone, although its easy to get hit with the spin attack when dashing through using the bow, but it can be managed.
However, in groups, they are often clustered and not facing in the same direction, which leads them to form an invincible cluster. It becomes worse when their attack sequences are not in sync, leading to a barrage of AOE spin attacks and long range wave attacks from within an impenetrable structure. This is what leads to the unfun experience of turtling and kiting. First you have to clear all other enemies while dodging their attacks. Then you have to single them out and kite them apart enough to get in hits + follow up on the eye. Doing that can take 1-2 minutes that feels very much not like the rest of the experience, and when you get a follow-up spawn of 2+, then its really frustrating.
Also, the slam rocks with armor suck as well, but at least they have a simple pattern and a solid window to get in hits.
Apart from that one case, I think it's fine having to change up your playstyle. In fact, I think that's good enemy design, having to approach them differently.
As for that one case, I don't really think there's any way to "fix it", or even if there's any need to.