I promise I have not been thinking about them in singular terms. It's just incredibly annoying when every enemy has about 3 to 5 counters to anything I do. Whether its to them or someone else.
The fights shouldn't be a constant back and forth and the enemies shouldn't have infinite loops that can only be broken by completely rng stuns. Multiple enemy comps can only be defeated with extra turns or powerful items which require you to defeat enemies to get. And the random boss encounters are sometimes instant losses because you just straight up aren't prepared to fight them.
Every enemy type has their weaknesses that you can exploit but every enemy type shores up the weaknesses of another and sometimes multiples of the same type completely negates their own weaknesses. Tinkerers are the biggest offenders because they literally fill all roles at once. Drain totems are immediately your #1 priority as they drain from everyone and funnel it into a singular enemy which powerlevels them, barricades next as they completely gimp anything you want to do, and mending totems are actually worthless and I usually ignore them as I can easily out DPS the healing they do. The overhealth cap helps a little with infinite healing loops, and the revival cap helps a shit ton as it means you can permanently remove enemies without breaking them.
Every single fight I've done so far in this update, I've won by focusing them down one at a time until they literally can't be revived anymore. I stun whatever enemies would screw me over the most in the moment, divert attention to my characters with the most health, drain the most annoying enemies as close to level 1 as possible, then one or two-shot them as many times as I can as it distracts every enemy in the process. I save-scum the hell out of the game every single time I encounter a composition that is actual torture to fight or a boss I just don't want to deal with. If it's 2 healers (or mages/drainers) and a tinkerer and the first thing the tinkerer does (assuming both of my stuns failed to land) is shit out a 1K health barricade, I refresh the page because its genuinely faster and more rewarding than retreating or trudging through that fight. The enemies are too widespread in their skills, this wouldn't be a problem if there were more ways that the player could use early on to get stronger. But there aren't. Magic attackers are ALSO healers. Buffers/Supports are ALSO drainers. Tanks are ALSO damage dealers. And Tinkerers are the biggest pieces of shit I've ever seen and I hate them with every fiber of my being. Every single enemy can counter roughly 3 of the actions you can take with each character each turn and the only way to do what they do to you is with items.
I think its mainly that the early game is just too much of a pain in the ass to deal with and it just doesn't feel fun. It gets better as you go through and get the ball rolling but it takes considerable effort to actually GET that ball rolling.