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I'm a huge Lovecraft fan and played a lot of Call of Cthulhu tabletop RPG, monster design in this game is in line with usuall depiction of most of the mythos monsters :D
So in Act 2 you prefer to fight monster, cause they are easier than human enemies.
Human groups hit hard and can easily kill you and debuff you, while monsters are more like big punching bags.
In 3rd act it is the other way around.
Also - suprisignly - in my experiance elite enemies are usually the easiest fights. Just watch out for sanity.
Also - since you can trim your deck now - the game got significantly easier. Just give it few more tries, get some nice trinkets, build an engine... it's a roguelike after all, some learning curve is to be expected :)
Also - dexterity and defence cards are OP!
But this is to prevent one dimentional builds. That's good design, not bad design imho. You cannot run pure bleed or pure toxic and expect to win everything - you need to either avoid encounters that might screw you over or expand your deck to face those specific enemies.
Why is that a bad thing?
That's some ivory tower bullcrap that will put players off.
Don't the name of the mobs show up for you BELOW their character models in combat when you hover over them? I just tried, went into a fight, hovered over the mobs and had "Deep ones" below the models in fight.
It can be confusing, because when I fought Shub-Niggurath the first time, I hovered the mouse over the boss and above it, it said "beastmaster", which is, I guess, the "class" (summoning adds). The name was written below it, didn't notice that at first.
Haven't fought Mi-Go yet, so maybe for them, the name doesn't show?
Strategy can be viable while not being unbeatable. You can do the bleed build or poison build but you need to avoid some encounters or just put more armor in your deck and power through. It is part of the game and the choice is yours. Is it a first roguelike or deckbuilder game you ever played? Cause reading some of your posts here you seem to be very confused by basic mechanics or game design decisions.
I agree with you that there are many trap strategies in thus game (minion detective anyone?) but bleed or poison builds are not one of them. Though I imagine pure posion build is not something I'd go for, having it mixed with some minions tanking is a viable strategy.
Fact that there are posion or bleed resistant minions does not invalidate usign this status effect. Just limits it's potency.
Being critical and passionate is great but here I just don't get why you see this particular thing as bad game design.