So I've arrived at what I feel is an unbeatable party composition.
1.Hellion/Crusader, Hellion feels better offensively but if she gets knocked back nothing can be done. Crusader has a heal which is better than it seems and an amazing move forward skill in Holy Lance to keep him up front. Both have front line stuns. So these guys are interchangeable but I think I prefer Crusader for versatility.
2. Bounty Hunter, good damage with kind of broken range(can melee anyone from anywhere with Finish Him), an incredible stun/shuffle with absurd accuracy that can also hit anyone in Flash Bang, and a 2 space pull which is super important for certain packs. Overall he seems like by far the best class in the game. Oh and his camp skills are great too.
3. Occultist. Wyrd Reconstruction is BONKERS. Curse of Vulnerability synergizes well with Bounty Hunter and ups your damage output by a ton. Another pull which again feels super important sometimes so having a second one is good. The last skill is between Abyssal Artillery and Curse of Enfeeblement, I think Artillery might be better.
4. Plague Doctor. Combat Medicine saves so much damage from blight and bleeds it's crazy, plus it's obvious synergy with Wyrd Reconstruction. Blinding Gas is an amazing aoe stun for back lines which I use constantly. Then her blight attacks which are good auxiliary damage. With some blight charms, you almost always inflict the dot and the damage adds up quick, especially on boss fights.
Basically, I'm able to keep most things that aren't stun resistant completely locked between Blinding Gas, Flash Bang and the front line stuns. Anything resistant to stuns gets cursed, blighted and then bounty'd down. I use Wyrd Reconstruction often and early, it's very good but you don't want to fall behind with it since it can basically fail. If the bleed stacks at all get rid of it with combat medicine from the plague doctor.
With level 3 weapons and armor and some decent charms, this team has yet to even be remotely phased by any dungeon so far. I send them in with no torches, a ton of food, and one of each "key" on Long Rank 3 dungeons and they come back with nobody afflicted and just absurd amounts of loot.
Early on, I felt this game was a little too RNG heavy, but as I've been playing more and stumbling upon better and better compositions, I feel like I would have to get absurdly unlucky to fail a run now. Learning which items worked as keys for which intractables really helped lower the RNG factor. I also pretty much just spam flee anytime I'm surprised which doesn't really happen that often even at pitch black levels.
Overall, I think the devs could smooth out the early game a bit. This game is rarely actually unfair but it takes kind of a long time to get the hang of the plethora of mechanics so I think it may be a bit too punishing for new players. The mid game feels just right, and so far the late game (if you can call it that, the last two areas aren't in after all) is pretty easy, once you have more gold than you can spend and fully upgraded weapons you really just chew through stuff.
And the level 1 Hag is straight unfair. I can deal with that fight really easily now but the level 1 version needs to be toned down I feel.
I'm having a blast so I'm gonna finish out all the bosses than probably put it away until they add the final dungeon.