I understand your complaint and as someone whos loving to play meele chars I do feel likewise BUT this is how this gamplay mechanic is supposed to be. And it is working very well so far, even in multiplayer.
There are lots of options to prevent your meele chars from receiving damage or to recover health and armor.
Not in the early game, and the early game loves to throw in enemies which spew oil or poison everywhere. Oil is a guaranteed
armor-bypassing slow, which reduces your AP and movement, which at best loses you a turn as you try to flee the oil surface.
Void-touched Turtles? Impalement, with a huge oil slick. Saltwater Crocodiles? Fossil Strike, huge oil slick. The Cultured One in the Arena? Searing Daggers followed by Fossil Strike. Magister Houndmaster? Fossil Strike, huge oil slick. Source Hounds? Poison Doggie Darts in confined quarters.
If nothing else, it's a bit tiresome seeing the exact same kind of enemy tactics from multiple different enemy types. It also restricts your own options quite a bit. Right now, playing as a fire mage is a recipe for frustration if not outright pointless.
Given that Magical Poison Dart is one of the most powerful spells in Earth's repertoire, I am not sure why we should get rid of it.
I didn't say to get rid of Magical Poison Dart. Magical Poison Dart is fine - it's just not great for the second half of the island, because of all the undead.
I suggested getting rid of Contamination because that skill is worse for your team than it is for the enemy (thanks to the enemy having higher armor and HP). I thought that a replacement which does Earth-type damage without creating an Exxon Valdez oil slick like Fossil Strike might be helpful as a safe damage source which also will be useful against the undead.