Seeing the forum and Steam discussion, I think it's just funny how people will keep complaining over anything.
Maybe most of you didn't realize this but balancing is the greatest challenge for any game developer. It doesn't care whether it's singleplayer, MMO, or MOBA since each person has their own taste and capabilities.
No matter any kind of balancing done, buff and nerf in every part of the game, it will not satisfy everyone.
Thus, one simple solution is MODDING TOOLS (okay, maybe not that simple). But easier and friendly access to modding will ensure everyone gets their sweetspot of balancing.
In Skyrim or other modding-friendly games, I think no one complaint about difficulty balancing anymore. If it's too easy, there are dozens of hardcore mods. If it's too hard, jusy install mods to make it easier.
Right now, modding access is really tedious or complicated. For example, in version 1.02, you have to edit every single enemy to change their HP. Editing level scaling is also tedious.
Another sample, making new weapons or armor is also stupidly tedious since you have to make new entries if you want the stat doesn't influence vanilla items.
You have to make new arbitrary ID for ItemMods, StatusEffect, Attack, etc.
If you want a weapon, for example, to have a 30% Instant Recovery Stat, you have to make 2 status effects ID: One with StatusEffectApplyOnEvent (or something like that) and the StatusEffect itself.
The arbitary ID thing is, for me, also making it really confusing and tedious. Why can't we just put the DebugName to call so it's easier to track?
I played a lot of modding in many games like, D:OS2, Torchlight 2, Skyrim, etc and most of them are so much straightforward.
I'm not sure if it's because of Unity engine or not since I'm not a programmer.
But still, an official modding tool so that it is so much faster and simpler is definitely a one stop solution for a neverending difficulty balancing problem.