It is quite common, that higher difficulties yield better rewards. Those rewards normally don't make the game easier in the end, though let the challenge feel more rewarding. But I guess in D:OS2 the problem is, that weapon stats are to important. If you got good equipment or subpar equipment has an heavy influence on how you will perceive the difficulty of a fight. Same goes for your level, entering at level 5 a fight might feel pretty impossible, entering at 6 the challenge feels pretty gone.

Sadly, at current state higher difficulty in D:OS2 is more like the 'difficulty scaling' in old brawlers. They aswell tended to just beef up the enemies, which did make fights mainly just more tedious and not challenging.

Also I find it pretty irritating, that your life and armor magicaly grow, because you hit your next level. Even worse with stuff like magic damage, where your attributes feel less influential than your level. Not sure, how the level scaling was in the first game, though I did not bother about it there, because the character progression in itself felt less shallow.


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What happens when you're fighting a non-humanoid enemy that doesn't wear armor? E.G. a demon? Should they have 0 Magic/Physical? Or the scarecrows? Should they drop their straw?


One of many reasons why the implementation of the armor system is flawed in my eyes. Everything without armor is just dead meat and as soon as the armor is taken down, perma-cc is even easier to achieve. One of the reasons why my friend and I feel less challenged and more annoyed by tactician.

Even more regarding 'boss fights' because they are now closer to being a puzzle, than a real fight. Burst damage is often so insane, that they kill even your beefiest guy in one turn, so you have to figure out how to disable them before they are able to act even once.