I wouldn't really make it a problem of fights being "too hard" or "too easy" in general, but it's worth stressing that they often seem to swing in one of these two directions precisely because of "all the wrong reasons".
For one, sticking to the rules once again would help a bit: Minotaurs shouldn't have the Hulk jump nor the smashing landing. Minotaurs are supposed to be physically powerful in melee combat and to have a CHARGE move as their signature special attack.
In the same way Spectators shouldn't have multiple attacks per turn, phase spiders are not supposed to spit aoe poison damage but attack only in melee, imps shouldn't be vulnerable to fire (and if the excuse is how that's a problem in the early game where a player may have his firebolt cantrip and little else- which is honestly bullshit given how many ways to deal with that fight there are- then the devs should have picked more fitting low level enemies that are NOT supposed to have high fire resistance) and so on.
Conversely, on the "cheesing" side of things... Well, it shouldn't be so trivial to pull up these tricks.
Throwing enemies shouldn't be so simple (especially full sized humanoids); pushing a giant minotaur should have extremely low chances to succeed (especially if not done by a very strong character); carrying and exploiting barrels, canisters and other big explosives shouldn't be so effortless; surrounding enemies with this stuff shouldn't be ignored either, etc.
It wouldn't really hurt if more in general Larian could start designing their encounters with a notion along the lines of "Yeah, let's try to make this look like an actual battle out of a tabletop session" rather than wacky parade of exploits and weird custom-made creatures.
Last edited by Tuco; 29/06/21 10:46 PM.