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Honestly, I'd support the digital version implementing a different AI action selection system to avoid really bad swings of luck, but I'm one of those heathens that thinks the game should be changed to fit the digital format better.
My group hates oozes with passion...
Edit: You also forgot that LB target 2 by default and sometimes target 1 enemy with all attacks, so in addition to their shield and heal, they can melt HP.
How are you keeping track of which summoned mob belongs to which summoner? You actually write down pairs of standee #s every time something summons? Sounds like a bookkeeping nightmare.
This is probably just my perception, but I could swear they tweaked something with the Cultists in the patch to increase their summon frequency. They always seem to summon now on the first turn. Before the patch they didn't do it as regularly, at least that's how it seemed. They were the easiest opponent type as a result.
It's possible the adventure mode is currently overusing the Cultists / Living Bones, some monsters in the board game campaign are balanced partially by being used sparingly. I haven't played enough scenarios to tell.
I'm not saying the current difficulty is fine, but I don't think the way to fix it is making the monsters weaker. We just need to wait until our characters have all of the bonuses that they're meant to have so that we can get closer to the difficulty of the actual board game. The board game played with the correct rules actually becomes quite easy as you advance in levels so long as you play at the suggested monster level.