i understand most of that but i literally only had one semi reliable dps at all, because non mage classes miss more than they hit and my healer is stuck using single target heals because the group heals don't even heal 25% of the next hit they will take. by my 4th dungeon being hit for 150% of a characters max health was the most normal occurrence, if my noble taunted she had 21 max hp, the weakest hit would be 23 so that is 4 stacks of faltering in one move, in the weakest dungeon i had access to,currently noble needs to be used in pairs to alternate skill one or the entire class is useless, unless you get one of the few development goals, that is possible in a short time, or at all depending on enemy spawns, every single one of my characters had a goal for killing humans or animals, but i never saw either in the dungeons it said they spawned in.
I am very used to brutally unfair dungeon crawlers, but this ramps up faster than they do, and even actively punishes the player more and has a resource gated wait button which means any development goal not doable in dungeon can perma kill that goal slot if you cant recruit another of that class
TLDR we need some reliable method of increasing survivability in a meaningful way the only things i found were a ring of take 4% less damage, and stacking evade like crazy, everything else is faltering stacking simulator.
Also if there is a ring that turns you into the ultra broken ratkin with a spear and helmet that can hit everyone for 20+ and fully scramble the lineup, i want it, i wiped to a horrible squad of that ratkin and three cow girls, who gave the ratkin way too much regeneration to kill, honestly it felt like a scripted loss, it was so crazy with every enemy regenerating 25 at the start of their final turn, on only my sixth dungeon