This is absolutely true! Like I said, there are certainly ways of dealing with them.
Again, I am aware of the counters. This isn’t a case of “I’m mad because I’m bad.” I was terrible at the game when I started because I was still thinking in Xcom’s terms, but I recognized that the problem was me not playing the game on its own terms. That’s fine, great even, it’s fun to improve and overcome. This is not the issue I’m having.
The issue I have with this is that the required counters are not only specific, but also actively slow down the game and penalize you for trying out different things. You’re punished for not having fire or multiple paralyzing weapons on hand. You’re punished for using melee. You’re punished for killing an enemy at the end of your turn without plenty of overwatches ready. You’re punished for running with a squishy stealth squad even if you’ve made it work for all encounters up until that point. If you fail to counter them, you could even make the argument that you’re punished for investing in your soldiers too heavily since they’ll just die.
This way of forcing the player to adapt so radically, probably halfway through the campaign after they’ve already solidified an idea of a playstyle or some class and augment combinations they want to try out, it all feels like it’s aimed specifically at the players who want that experience of having to change on the fly and meet every new threat with new equipment and tactics on the spot. In other words, it sounds like it’s made for the people who would play on Heroic or Legendary. I play on Veteran because I’m here not to beat the game, but to experience what it has. I want to try out new ideas, field test new class and weapon combinations. The process of experimenting in a relatively safe space is a big part of the appeal of the lower difficulties, and this one mechanic essentially strips you of the ability to do so.
Chryssalids and Faceless from Xcom are an obvious comparison, but also a very unfavourable one for the Umbra. Ever wonder why you initially encounter those enemies only on terror missions and the Xcom 2 equivalent? It’s so that you know, going into that mission, that you’ll have to gear up for a particular type of challenge. You don’t have to change your playstyle globally to deal with them, only on those missions. And by the time those enemy types branch out into other missions, they can no longer one-shot your soldiers and are pretty easy to take down, so all they do is add some spice to an otherwise cut and dry situation. Umbra arthrons can spawn anywhere, force a global change of plans on already established playstyles, are difficult to take down even in the late game (I can start the final mission by now) and can easily kill lesser armoured soldiers in two hits, which they’ll easily have enough action points left for if you killed the host arthron at mid-range or closer.
To both of you who replied, thank you for your thoughts by the way! I obviously came here to vent, but also because I’m concerned about the design philosophy behind this mechanic. It’s nice to get an outside perspective. I was initially of the opinion that Umbra were just a straight-up garbage addition, but different people play the game for different reasons, and now I think they have a place in Legendary and Heroic at least.