A few notes:
1. The velocity of the skelebot knockback isn't that instantaneous at 60fps, but at lower I could imagine it being an issue. I'll look at turning that down some.
2. Knockback on other enemies hasn't really been changed or increased.
3. Note that right now the skelebot giant seems like this thing that is such a central part of the game because there are few miniboss types yet, but that won't always be the case.
4. The proper way to fight the skelebot giant is to stay out of his range. You have wood platforms, not to mention the terrain of the room to hide from him in. If you're getting into the range where he can hit you much, then something is wrong anyhow. The fireballs he shoots should be the main concern.
5. Same deal with the skelebot dwarves, they are not going to be so common forever. However, I quite agree that them having knockback at all is annoying and I'll remove it. Those are impossible to avoid getting hit by sometimes.
6. In terms of healing potions, I'm going to buff up their efficacy. As I mentioned yesterday, my intent was never to nerf those, but rather to standardize them so that the characters' magic attack value wasn't important to how much you could heal. I kind of expected some feedback on the healing level, but mostly there has been nothing so I assumed it was preliminarily okay.
7. In terms of general difficulty, this is meant to not be particularly hardcore on the standard difficulty, it's meant to be really easy on the lowest difficulty, and it's meant to be very hardcore on the hardest difficulty.
8. Regarding the ability to change difficulties at any time, that's a feature I think needs to stay. You can only do it in settlements, and this is a common feature for a lot of FPS, adventure, and RPG games that have difficulty levels. Not all, obviously -- there are lots of examples on both sides of things -- but having someone get stuck in a world and having to start a new one because it got too hard is unacceptable. If someone wants to turn the difficulty down to get past a fight they otherwise find impossible, why do I care? If that's what is fun and what lets them keep playing, then great. This isn't a strategy game, despite having some strategy game elements. We want you to use the same world for as long as you play the game, which is means that as you get better you may also want to turn the difficulty UP. AI War is a game meant to be played serially, where you start one many-hour challenge, win or lose, and then play another one. AVWW is meant to be a world you go to, and you take on many different challenges as you visit in that world. To me, not having the difficulty being changeable on a world in AVWW would be more like not letting you ever change the difficulty on AI War once you choose a difficulty unless you reinstall the game. It's not literally that, but that's the best example that comes to mind.