I like the concept of the game and enjoyed the earlier version. But there seems to be some problems with the 0.4. Magic seems to be nearly worthless, ( 1 have a near maxed out second level with 145 magic strength and the spells do very little damage) while my ward of 120 + doesn't seem to help a bit against the monsters spells I am not sure if you meant for the monsters to be so hard or it is a result of the rework. the monsters seem to get initiative much more than I do, and it is no fun watching you front line of the strongest monsters I can currently summon get wiped out in 2 rounds. I had fun in the 3.2 version and got up to the canyon. but in this one I can't even get through the first encounter in the plant dungeon. the creeper was one of the stronger summons I could do in 3.2 but I have never had the random outside creeper encounters in the new version and the creepers in the dungeon are too powerful. I hope you are planning to rebalance the game a bit because currently it is just not much fun to play. If there is a build you could suggest I would love to hear it.
Viewing post in D&E 0.4 Combat rework Public release comments
You only fight creepers inside if you get the answer wrong, but more importantly, you must use the unit types in your favor with the new combat system. If you are going to fight in a plant dungeon, why not use as much fire as you can on your team? Fire both resist plant attacks and is super effective against them.
At this point of the game you have two great fire summons in the Orc defender and the Burning Zarish(fire cat boss), you also have a few summons with fire skills like the sunflower and the goblin lord. Since you are a mage you have also a lot of good fire spells to use, if you look at the description there is also fire skills that remove regeneration from the target which is great against the final boss of the dungeon.