Eventually you'll get to a point where enemies
will hit, usually with Stone attacks or a critical. You'll wish they kept missing
Combat's not a high point though, which is another reason I'm glad I imported my overpowered party. The faster it's done with, the better.
Unfortunately it seems like every game in the series is contractually obliged to go retard at the end.
Destiny Stone was perhaps the most boring dungeon. Level 1 is the best, though even that isn't terribly memorable. It starts in a pretty standard rooms-corridors section, moves into a door maze, and then finally an open area with a lot of teleporters, traps and spinners (no darkness thankfully). Encounter frequency really shot up here (if you thought Dargoth was bad...), I got back to back fights on the same square repeatedly, but running away works wonders with Speedboots, and the 6th segment can cast HEAL and has unlimited charges, so fighting stops being any kind of challenge. At some point into this level I also learned the Dreamspell, aka Totally Legit Cheat Mode. You NEED it, since AFAIK it's the only way to get out of the dungeon, but during combat it acts like a MAMA and HEAL combined. It's also a Sorcerer spell, so all 3 mages can cast it. The 2nd level is one HUGE dark room, and I raged a bit at first, but there are no antimagic zones, and with Nospen it was actually super easy to map. The exit is also 3 moves away from where you start, though there's a long way too, and I ended up taking that in order to map everything and look for clues (clues that, uselessly, told me what I already knew...). Level 3 is a boring collection of parallel corridors with small siderooms, and the snare. The snare itself is possibly the most boring part of the game, as it is little more than a glorified copy protection. The Zen Master kept getting foreshadowed, and once he joined I was impressed with his HP (2200+!), but I ditched him shortly after the snare anyway to get my 3rd mage back (which turned out to be a good idea). Once I had the last segment, I already knew where to go thanks to some clues I found, so I went to the temple and had Crooked Bee merge them all and become the Destiny Knight. Lagoth turns out to be exactly who you'd expect, and visiting him triggers the final fight.
This is where things get completely stupid. Bee was using the Scepter (the wand after combining). It is an unlimited charge one-group nuke, but it doesn't hit harder than Dreamspell, which affects ALL groups. Lagoth comes in with 2 groups of 30 Balder Guards each, who each have thousands and thousands of HP, can critical hit (one-shots melee PCs) and can breathe for 600+ damage, which will also one-shot anyone hit. Poor DraQ (my other mage) kept dying to the breath. However... the Scepter makes its user completely immune to dying. Getting killed just resets the max HP. So I had all 4 fighters defend (they kept dying anyway, except the rogue, who hid and survived everything) while all 3 mages kept casting Dreamspell over and over. Even if both DraQ and Drifting died (usually only one would) Bee is immortal and her Dreamspell bring back everybody else. By the time they all ran out of mana there were only 4 or 5 guards left, and I one-shot them one at a time with the Paladin using the Spectre Snare, while the hunter threw his Aram's Knife at Lagoth, the bard threw his Song Axe, and the rogue stood there being useless. Once he went down I was showered with XP, followed by the king giving me a "bonus" (another 1M XP). The whole thing felt extremely unsatisfying, as both the Scepter's immortality and the Dreamspell feel like cheats, but I don't think the fight is remotely doable without them.
The game was great before this though. Despite some of the snares being boring run-arounds, the other snares were great fun, as was dungeon design in most levels. It's definitely superior to the first game even if it dips at the end.
I tested importing into BT3. Class restrictions on items have changed yet again, so I'll have to switch things around. Infuriatingly, even though most items make the transition, I lost some of the best ones, including Sword of Zar, the Scepter (not unexpected), and most maddening, the Spectre Snare that I've had since BT1. I'm going to miss doing crits with both paladin and hunter, especially once the hunter goes Geomancer.