We play with 3 players.
1st) Rolling stone trap played in first few rounds most likely ends the game, you get 5 Questcounters, it will most likely kill the hero it`s used against and maybe if you get unlucky another one behind, meaning you lose, kinda sad..
2nd) 8 HP Heroes seem to die too often, being only worth 2 Quest-Markers most likely, it still hurts and in some way it`s frustrating, that the good armorred guys take only the blows the overlord couldn`t place elsewhere, as the monster run around you or simply want to aavoid the melee and run in straight directions to the 8 hp guy (bettter get a low chance to hit mr 8hp, than attack a good armored guy for 1-2 damage that won`t bother him..).
3rd) Dark Charm, most likely heroes focus on dealing good damage, to not get overrun and even when your gear gets better the damage you can deal get`s much better pushed than the damage absorb you get, this comes true at least for most heroes in a group.