I’m starting to think you’re playing a different game then me. I’ve already tried those stratagems:
Using rush on a single archer works sometimes. Sometimes being the times when I’m not getting practically insta-killed the moment the archer spots (usually before I spot him) and the times when the rush attack itself is not interrupted by an explosive arrow to the face.
Using rush to get in quickly when faced with multiple archers is suicide; you take out one archer and the others are taking potshots at your behind.
Luring archers out of the big groups would be a great idea, where that in half the encounters you can’t do that (narrow mineshafts, cliffs, etc with little to no maneuvering space) and that that still doesn’t solve the issue of archers being walking nuclear bomb dispensers.
Increasing dex also seems to be utterly useless; I see no decrease in damage from ranged abilities (the unavoidable stuff that kills me) when increasing ranged resistance, it only decreases damage from regular ranged attacks (the ones that you can avoid).
It all comes back down to that giving enemies highly damaging, unavoidable attacks is just poor design. It’s right up there with those barriers that are nigh invisible and that insta-kill your dragon form with practically no warning. This game is starting to look like a perfect example of where the developers had some pretty neat ideas, but had no one that could look objectively at their design documents and say which ideas needed some heavy adjustments.
To any dev that might be reading these forums. Please, help me like your game; add a 'make this game's combat balanced' option, or something.