Love the big replies! Let me break it down.
Soulhunter: My goal with that boss was high-risk-high-reward. We want players to take risks and learn that failure is a common path for those risks. ALSO, his damage scaling was too high and his HP was too low, and we fixed both in the upcoming update. Overall, he feels much more fair and like a larger fight.
Socket Choice: No, you cannot pick which glyph goes where at this time, and I'm not sure we will ever implement that. Rather, you need to choose which glyphs go where to maximize value in any given turn. The soulhunter socket enchantment is meant to be a countdown timer.
Permanent enemy strength VS Temporary player strength: Another countdown timer. The player must *earn* their permanent buffs via a good run and planning. An enemy only exists within a given combat. So, the player has perma-buffs AND temp-buffs to strength and resilience, but many enemies have permanent strength buffs. This also serves as a countdown timer. Finish in good time or get punished, that's the idea for some fights, especially floor bosses. This is actually super important to the game design. If we DIDN'T do this, the player can permanently turtle up, infinitely heal, farm gold (depending on buffs/blessings), and so on.
Cursed Sockets: I'm thinking about removing the curse's effect except for damage, healing and block. Also, our upcoming update adds an obvious and cool "rotten" effect to cursed sockets to make them more clear. This also confused the fuck out of me during War Pig where I'd lose from hurting myself and I was like "WTF killed me?!"
Thorns: Thorns in Severwood are temporary. They're just block that hurts. We've made some very important balance updates to it this upcoming update. It used to be permanent in combat but this allowed players to stack it insanely in a few turns, getting like 60 thorns by turn 3, turning every fight into a farce. I like this design decision. Thorns now offer block, reflect damage, but for enemies AND player alike (in the upcoming update), they can be broken. We also reworked the blessing you mentioned regarding thorns! Also, your idea for the thorns passive rework on Goblin's evolution is... Actually fuckin' brilliant lol.
Anyway, hope this helps! This is a huge upcoming update where I also expanded the mobile screen width (the side black bars were too big before but now adapt more to wider/longer phones).
One more thing: I've got a zoom meeting tomorrow with an art studio about pricing the replacement of ALL our art with human made art.
I really believe in this game, and I don't want folks deciding its worthless because of ai-generated art.
A big thanks by the way because all this feedback and playtesting is the most helpful stuff!