This is how I imagine the design conversation took place in the Owlcat office:
Lead designer: "Hey, you know how every player is going to exploit the game and take 1 level of vivisectionist on every character because we couldn't be bothered to implement sneak attacks properly? What if we turned the tables and spammed them with enemies that swarm and sneak attack the party vs touch AC?
"
Designer: "That doesn't sound very balanced.."
Designer #1: "Who cares? You know very well that the job description says "no acolytes of Saywer allowed." Oh, and they better have not forgot to pick Blind Fight on every character, otherwise everyone's getting paralysed for a minute. And if they think they can get away with spamming Freedom of Movement, think again, fuckos. We're giving Dispelling strikes to half of the mobs in this dungeon
."
Designer: "That really doesn't sound fun at all. Aren't you worried that they'll just ragequit?"
Lead designer: "Oh no, the trap has already been sprung. This is why our game is 150 hours long, to chain the players and make them desperate to see what theur choices and efforts lead up to. They won't be able to bear giving up on the final payoff and will set the game on easy instead. And then, we'll have won.."
Designer: "....."
Lead designer: "You still have much to learn about Russian game design philosophy, young one. Come, I will show you.."
But the Owlcats are about to learn a lesson: you can't out-cunt your players. I had a hunch they'd lock me in the House so I packed 100 supplies. Every fucking Wild Hunt pack I see is getting triple Sirocco'd. Rest, repeat