I found my opinions of the game on the fence during most of my play though. I liked the atmosphere, story, and caravan parts. The interaction between Armor, Health, and Damage is a really interesting concept; though the way the turn based system works (with enemies being pushed up in priority when a previous one dies, and smaller groups allowing characters to act more often) occasionally feels gamey. That is to say it feels more like you are trying to exploit underlining game systems or AI, rather then getting immersed in the narrative or playing tactically.
For the most part though I was able to get over and and found most of the battles to be enjoyable. The only real criticism for the main body of the game is probably the pacing. If you took advantage of the second wave feature during some of the wars, you could wind up with a lot of back to back battles with nothing in between. Resulting in too much combat against a lot of the same enemies and nothing to break it up (like caravan choices, dialog, or even different types of enemies).
But I found the 'Final Boss battles' to be both frustrating and also a culmination of the worst and most gamey-est elements from the battle system. To name a few of my frustrations...
- The Arrow Bug: After reloading from checkpoint after losing the first fight, I found myself unable to use the arrow ability even when I had 12 str and Bellower had 3 armor.
- Forced party members: I was forced to take my under leveled archer, even though I had chosen not to give her the arrow to keep her out of danger. This left me with effectively two useless characters in phase 2 of the fight. There was no real narrative reason or motive for her to be there.
- Forced part member part 2: If I had known I was going to be forced to take both of them anyway, I would have given the arrow to the other character. The hunters ability would have been much more useful against Bellower.
- Juno being annoying: She is constantly yelling at me to keep chipping away at Bellower, well before I'm even capable of reaching him. Can't move that distance in this amount of turns, can't get around the other enemies yet. It's also a constant reminder of the immersion breaking fiddly-ness I have to use to win this encounter.
- Gamey mechanics: Because a 20 str Bellower tends to 1 shot most of your heroes, and he gets priority any time you directly target him (or indirectly hit him for str damage); it forces you to line up awkward positioning and indirect attacks. If the other enemies will co-operate, as several of them have positioning changing abilities or just get in the way (or dont get in the way) of you and each other. This doesn't feel like I'm tactically controlling a battlefield, it feels like I'm trying to figure out how to exploit game systems and computer AI.
- Gamey mechanics II: Awkward turn order and positioning means there are times where you find you can't do anything with one of your characters, wasting their turn. Their path is blocked by either your own characters or enemies. While this is an issue the entire game, most of the other fights its not a big deal if you kill off some enemies sooner then others.
- Gamey mechanics III: Because of turn order or healing mechanics, you can wind up with your arrow character having their turn right after Bellower; depending on how many other enemies you have killed or have been summoned to the field. Meaning he heals back up enough armor that you can no longer arrow him again. (assuming your arrow works.) ((This is even more exacerbated if some of the stone slingers managed to reduce the str of your arrow character.))
- Poor Balancing: I eventually moved the difficulty down to easy. But this made the fight trivial. All of the enemies were weaker (several 6/7's), while Bellower was at 15/15 meaning he could no longer one shot my heroes. Phase 2 consisted of just Bellower 15/15 and two 6/6 throwers. There was a huge gap in potential difficulty range between easy and normal.
- Poor Balancing Part 2: Funnily enough, I re-loaded and tried it on hard and found that mode to be easier then the normal troops layout as well. In this case Bellower was still 20/20 like in normal. And the new enemy unit makeup was easier to deal with then normal. So while Easy is a Huge step down in difficulty, Hard is actually only a small step up and may in fact be even easier then normal for this fight.
By the time I restarted several times from losses, fixing bugs, and eventually messing with the difficulty; I was so broken out of the games immersion that I did not even care about the ending. The regeneration and force priority mechanics of the Final boss emphasis the worst parts of what is otherwise a potentially interesting combat system. The forced party, forced narrative, and bugs just add to the frustration. And there is no balance in difficulty between steam rolling the encounter on Easy to Massive fiddly-ness on normal, and slightly easier fiddly-ness on Hard.
At the very least, it might have been possible to rebalanced the formation and enemy composition on those two fights to make the difficulty scale more smoothly.