You do the exact same shit over and over without variation.
This is true, on all fronts. More gameplay variation would be nice.
Almost all classes have two or three skills you'd ever bother to use (out of I think 8?)
7 skills, not 8. Finding this to be true for most classes, not all, and depends a little on party composition. If the player was limited to unlocking a new ability every two character levels, it would make it a little trickier to get the desired skill setups.
Enemy groups do nothing but attack - they don't heal each other, buff, anything.
This is true and really noticeable in the higher level dungeons where I was expecting more tactical nastiness from enemies to counter increased accuracy of characters from upgrading their skills. High level dungeons have been too easy. The enemies do mark and debuffs though, but it still doesn't increase challenge much. If we had to 'Deathblow' enemies that would possibly make things a bit more interesting and give enemies a reason to cast healing spells.
There's no real roguelikey variability to your classes or skills (quirks are very marginal) so there's not even the fun of making do. Damage is dialed up too high both ways later on, and the previously limited choices get even more constrained, mostly to spamming crits. Bleah.
Have to agree, crits are currently where it's at. The game becomes all about taking out one enemy at a time, generally starting with enemies that have stress inducing abilities or low hp (fewer enemies means fewer attacks against the party and less chance of the enemy landing critical hits). Challenge could easily be increased by slightly nerfing critical percentages of skills and items. This would make managing stress more difficult, and one-hitting enemies less likely.
Lower levels seem fine and challenging still because of lower accuracy and critical percentage.
The levels (dungeons) could do with more road block type interactions that force the player to interact with objects to increase challenge, rather than making most of them optional.
Suffice it to say there's a lot they could do with DD, a lot of directions they could take the gameplay in. I hope they do, because I still think the base game they've created is decent. My biggest issue is that it's ultimately too easy.
I'm more or less done with the game for now. Managed to clock up about 80 very fun hours.