Then I don't understand what you are talking about. It's just going to get mildly better then? A teensy pinch of good? A lukewarm increase? What?
I am perfectly aware of Prime Junta's attempt at demagoguery. The one True™, Correct® and Good© way to play PoE is 3 Melee (or with 1 tank, most likely a fighter, a paladin will almost be too deviant), 2 Ranged and 1 Support, with one of the ranged being Wizard, and maybe the support being Priest (too good buffs to not be), otherwise you are a "mediocre player that doesn't take the initiative, doesn't explore his options and the toy box will be too limited", you should also not create choke points or kite because "you grind the encounters only one way", allowing the mobs to wail on your squishies. You won't have squishies, though, because you shouldn't dump stats and make anyone a glass cannon, a "balanced" build should be employed by everyone.
Yeah, I'm slightly exaggerating for comic effect (the Wizard should be there, though, and no stacking!), but that's what it boils down to. You should play it the one way he deems appropriate, otherwise you'll hate it and it will be your fault. The biggest problem, however, is the way the combat is distributed across time due to the way recovery works. Since there are no rounds the individual actions of the units are chaotic, unpredictable and uncontrolled, recovery being the only metric with which they are measured, but that is up to the player, creating the need to overwhelm you with enemies on PotD, especially those that like to spam stuns like Caen Gwlas and its sister banshees or adragans with their storms, with the intent to try and control how much stuff you do per unit of time. It's also why it's so frontloaded, the enemies can't really keep up with your movements and actions after a certain point, so the more things they activate at the start the better and "harder" the encounters seem, hence the advice to "CC the Broodmothers quickly". Bulking up their defenses is also a cheap way to try to protract the fight (good thing they don't do it very often), making two priests very advantageous for quickly buffing up accuracy to get through it and rolling out immunities to the afflictions, hence the "don't stack them" "advice".
The best part of the combat in PoE is around 3rd to 6-7th level, where you have abilities to play with, but don't really have access to the OP stuff, so recovery doesn't really matter that much, both for you and for the enemies. It's kind of a simplistic run-down and many more factors are at play as to why the combat is so unpleasant from one point onward, but recovery is one of, if not THE, major ones. This is also one reason why Haste and Improved Haste are so overpowered in the IE games, they allow you to execute more actions per unit of time than normal (which is 1 spell per 6 seconds or the very controlled and predictable ApR of the melees), but the encounters are balanced without them in mind because it's not clear if the player will always have access to Haste or not, making them OP if used.