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You have a no rest in dungeon rule? That's impressive. I can see how that would not be conducive to playing on hard or unfair difficulties. Is there like an insomniac achievement or something for this game?
And there is little narrative reason to allow it in most cases. For example, in the Shield Maze, resting not only gives the entire cultist army there time to notice and come down on you, but delays your return to save Kenabres. Yet, mechanically, there's no limit at all to resting there. During the Grey Garrison assault, there are people fighting as a distraction to allow you the chance for this strike. There's not time for rest or they will likely be overrun. During the Lost Chapel, you are racing to get there in time to save everyone. Maybe there's time after you have saved everyone in the Chapel proper but resting without clearing the map would logically allow everyone else to relocate and come back to be trouble later.
Resting during the siege of Drezen actually does make sense to a point. Sieges are rarely one day affairs. But storming the Citadel shouldn't be done over multiple rests. Otherwise you risk a ton of important leaders getting away. At the very least, resting after hanging the Banner should allow Mhinago time to cleanly escape and probably to convince Staunton to go as well.
Resting at any point during Blackwater should allow them to martial the whole place against you. If you are able to escape after the initial encounter, that's fine. But if you come back, they should be more prepared to face what you displayed against them at the time.
Resting in the Midnight Fane should allow a literal army of Demons to be gathered from the literal Abyss to throw at you.
Now, all that said, there is dungeon exploration where resting does make sense. Just not the type we are generally seeing in WotR. Exploring an old forgotten ruin for fun and profit is one thing. Liberating the Grey Garrison before who knows what ritual is performed on the Wardstone while your allies are distracting the garrison fighters present is completely another.
All this is really due to the limitations of the medium we are playing in and the mechanics it forces upon us. But I'd prefer to play as though the stakes the game narratively presents to us actually exist rather than taking a week (or easily more) to exit the Shield Maze, a week and a half to liberate the Grey Garrison, and I don't even know how long you could take to siege Drezen.
Yes, this does mean that when I play a caster MC, I am hoarding my most powerful spells for bosses or emergencies. This also affects my buffing. I am not going in to a dungeon with my minute per level buffs initially cast without something like Enduring Spells or at least having them Extended via Extend rods. But there are a LOT of 10 min per level (or more) spells that will usually hold you through the whole place. Rationing my castings of Haste is more interesting to me than resting at every possible opportunity.
I am aware that this is very much a self-inflicted challenge but it feels better to me than not.
Nothing wrong with playing on a higher difficulty and asking for tips to progress.
The hardest act on Unfair is act 2, the fights in the Chapel against the half-fiend gargoyles is almost surely the hardest fight on Unfair. Once you get to act 3 it's gets easier every act.
And Act 2 gives you Sosiel. I have it on good authority that he's freakishly amazing. Something about Impossible Domain allowing you busted and/or cheesy combinations. Like using the Law Domain to make enemies roll 11 which can allow you to set DCs to beatable numbers. (I've seen a screenshot of Nenio getting Hideous Laughter off on the Unfair Vescavore Queen with this trick.)
Regardless, I agree that Act 1 and 2 are the hardest.
I like to play with mercenaries because I like to make my own party, like in classic D&D games like Pool of Radiance or even Icewind Dale, but you can 100% beat Unfair with the story npcs or you can eve solo Unfair with a Kineticist.
Not just a Kineticist - quite a few builds work just fine.
The gargoyle chieftain in the Lost Chapel? Yeah, he's pretty tough, but he isn't so bad if you bait him into wasting his blasphemy spell on less important targets.