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I'm on my first quest and running into groups of six. That wouldn't be so bad if everyone and their mom didn't heal themselves and each other. Like really? I'm spending a whole turn not even killing one guy and he's getting healed back up to full while the other guys beat the rest of my team into submission. Mass heals seems a bit ridiculous for a first dungeon when my own healer can barely keep up with 2-3 attackers.
The level of monsters will depend on the dungeon/mission type and what tier the mission is.
The dungeon modifiers (Like Unholy Aura) are supposed to make the the dungeon for each mission feel more distinct (which is important since they are procedurally generated instead of hand-built). Also, the dungeon modifiers are only applied for optional missions so if they make the dungeon too tough you can just always abort the mission. Or leave it and try to come back to it after you have leveled and geared up.
Thank you for the tip about the % dungeon exploration. I'm aware of how to see enemy level ranges before we actually even go into the dungeon, but that still doesn't address the lack of info in actual battles, when it matters the most. And I stand by my claim that 50% healing reduction is a stupidly absurd amount, especially in the higher difficulties; RNG is only so much of an excuse.
In Chronicles it was crazy diverse and you could find all sorts of niche builds...
I also miss the butto to look at an enemies stats,
I know i can right click but still...