They did one-shot me, so I was taken back to the last time I saved which since it's an alpha was relatively recently. I'm not a fan of that kind of design though because it creates the impetus
"I'm entering a new area, I should save my game"
which immediately wrecks my suspension of disbelief. Worse still it punishes me for getting immersed in the game and forgetting to save.
I'm curious what it is about not knowing how powerful enemies are that you enjoy? Is it the randomly being one-shotted for exploring, or is it that when you start a combat encounter you don't know if you should stand your ground and fight, whether you need to expend additional resources or whether you may be forced to run? If it's the latter then how would you feel about a system that let you know roughly how powerful enemies were? Something like a 3 tier system, "Trivial", "Potentially challenging", "Run now and don't look back!"
Beyond that if it's not part of the interface it would be nice if there was some other way of knowing how powerful the enemies were. I'd just easily taken apart the orcs in the scripted encounter with no difficulties at all, it looked like this was an appropriate challenge for my characters. Someone should probably have said "Stand back you mad fool, you may be a Source Hunter but these orcs are not like the weaklings you fought at the beach."