The idea of "archers that can hit you with impunity until you can reach them directly" is, while fun for that particular scenario, nothing particularly special either. Just run past/avoid them.
The arrows autohit. You'll always take some damage getting to the tower.
It was an interesting bright spot in an otherwise kind of bland story. I like Dorn's Deep, the whole thing. Really cool area design and lots of variety. But that moral dilemma really doesn't deserve singling out as anything particularly special either - I found it extremely black and white, myself. I mean, you're seriously expected to spare this asshole who lords over all those people and treats them like the lowest of slaves because his lady friend has Stockholm syndrome? Seriously? And then you can just give her a potion to break the wards on her and she'll leave him on her own anyway, so I guess even she doesn't care that much about him? So why would you ever spare him?
Because if you don't, you're condemning her to live the rest of her life in that palace. She doesn't necessarily want to be with him, she just doesn't want you killing him.
I let him go.
Exhibit one: calling the majority of the game filler except for Josh's most divine, magnificent contributions
I never said Josh's areas didn't have time-padding filler. In fact, I said the opposite.
Exhibit two: insisting that Josh is responsible for all good encounter design in the game while also giving no evidence that the fights are poorly designed except for that they include "undead" even though in the previous paragraph, fights featuring undead were praised. Also: completely ignoring the Yuani-ti, cultists, lizardmen and more that make up the area as well as some decent quests.
Evidence any fight is poorly designed: I won it through nothing but =-leftclick-pause.
I'm not even sure which area you're talking about here. Chapter 2? That was all Josh's. I didn't praise any undead battles in chapter 1 (I said he
tried to retain interest; he didn't succeed)
Exhibit three: calling the Severed Hand uninteresting save for a single fight, despite it pulling lots of tricks with traps, stealthed enemies and archers. Also contains yet more praise for Sawyer and implying he would have done it better.
I don't remember the traps being anything special. I kept find traps on at all times, disarmed them when they popped up. Enemies popping up right on top of you? Yeah I mentioned that as a negative. What archers? The ones in the large elf fights? Meh.
Exhibit four: saying that the Ice Temple and surrounding locations are more boring than the previous ones even though they feature more varied enemies (vipers, frost giants, wyrms, etc.), more quest options, choice between combat and non-combat solutions with some moral choice component, and have much less linear, more open level design and optional areas than previous chapters.
The models may be different but they all die the same, =-leftclick-pause. I didn't use a single spell in chapters 4 and 5 (except the one in 4 I mentioned) and I only had to rest because my characters were fatigued for being awake too long.
The "non-combat solutions" involved skipping content and were uncompelling, standard pet-a-puppy/kick-a-puppy crap. Boring, pointless.
P.S. I agree Josh's areas (namely Dorn's Deep) were the best in the game. But the other areas often had many combat and non-combat design elements that overlapped with his, and similarly Josh's areas weren't free from "filler" combat either (like all the endless mushroom-men and umber hulks in Dorn's Deep). Your showering praise on him and him alone for practically "saving" the game feels like it ignores the better parts of the game's other areas, while in turn ignoring Josh's weaker contributions (save for Kesselack's tomb).
Umber hulks are cool because looking at them causes confusion.
Where are those "enemies that use various spells and status effects"? That's what I was expecting.