The most interesting thing to me from that interview is when Josh said "I think that's a fair criticism" after the interview stated something along the lines of "TWM I is mostly a dungeon crawl, and all the good stuff came in part II" The way i see it, that comment isn't just a criticism, it's simply the case.
That made me really curious to reach TWM2 sooner, because I think TWM1 is already pretty good.
Well, I just completed a POTD run of White March, and really didn't like how hard counters were implemented (and I don't really have anything for or against them on a design level).
I was going to point out their weaknesses and repetitiveness here, but you've done that below. Still, the game's combat is much better with them than it was without them.
Thing is, each hard counter is the same -- a fast-casting party-wide ability at each priest level, removing and giving immunity to various debuffs (level 1: fear/terror; level 2: weaken/sicken; level 3: hobbled/stuck; level 4: dazed/confused; level 5: paralyzed/petrified; level 6: charmed/dominated), which is really just Remove Fear with a different name and graphic. Since this is actually really easy to pull off, most of the threat from enemies using otherwise-deadly status effects is removed. There is also no counterplay from the enemies' side, since the only enemy I noticed that actually tried to remove / shorten buffs was Thaos. OK, fine.
You are right, countering afflictions with a Priest is easy, but the only difference with the IE games here is that in the IE games you could cast the protective spells before the combat. Besides casting defensive spells that give immunities to certain afflictions, there are also damage type immunities that a player needs to take into account.
This makes the beastiary important and I find myself looking for enemies of a certain type in the Russetwood for example, just so I can gather information for future encounters. The wussies who first play on Normal/Hard and then bash the game for being too easy don't do this and instead cry that the game is dumb because it doesn't shower them with XP, as if this is the only reward in a game.
Of course learning the enemies' stats won't feel like a reward when you are playing on an easy difficulty.
BTW, I cleared out Longwatch Falls (excluding the cave) yesterday. The Lagufaeth colony in the north took me like 3 attempts and some baiting, in order to limit the number of enemies to around 6-7 each time, otherwise they just swarm you with sneak attacks from range and drain one or two party members' health very quickly. BTW, call to slumber works very well against Lagufaeth Sidewinders, they are the ranged type with the sneak attacks.
Then the Gleaming Society took me 3 attempts until I beat them, thank God for Aloth's tentacle spell. Then the other Lagufaeth, and the fight vs the spirits in the North East were all very challenging and required some tuning of the party, to increase our chances and damage vs the respective enemy types.
The vampires in Russetwood I defeated from the first attempt, with a lvl 9 party. The trick is to 1) cast Prayer Against Fear (fuck it - "Protection from Fear"), 2) prevent them from reaching your casters, and 3) Dump all the fireballs and Shining Beacon, etc. on them.
Suppress Afflictions (also a priest spell, though at least it's on a few commonly-found items)... but it has a slow casting time, so it won't save anyone who just got petrified or paralyzed on your frontlines.
In fact as long as your priest is under your control and able to cast, you may have your whole party paralyzed, but if you cast Prayer Against Imprisonment it will give them the immunity AND remove the Paralyzed affliction at the same time. The same applies to all the other afflictions and their counters.
I think Josh's idea was to have a big number of factors that each affect the party's survivability to a small degree, and have the player combine their effects - character equipment bonuses, customized weapons causing specific damage types to which the enemy is more vulnerable, party formation, resting bonuses, which wizard spells you will prepare, and finally if a player has made use of every possible advantage, combined they make a significant difference in battle. That battle has to be on PotD, of course. It kind of reminds me of how I had to prepare during Monster Hunt missions in Witcher 3, although preparation there was interwoven with the quests' story.
I strongly agree with his criticism of combat pacing, if this was slowed down, combat would have been much easier to read and control, the game would have felt a lot closer to the IE games.