first, i may "suggest" or "push" whatever i want here, second, it's fun to see a comment and the opposite in answer of a post i've made, both blaming me for saying a single thing.
Both of you anyway, forgot that underrail is not a chess game, it's an rpg, and in game design following certain patterns to cater some contents to the players is important: in this case, the idea was that the "save/safe point" it's also in line with the idea that underrail, besides the small human settlements is a dangerous place, and the fact that you cannot feel safe everywhere adds to this feeling.
About difficulty in games: spiraling up the hardness to hit your enemies, adding more of them or just raising their stats to make the game "more difficult", it does not actually make the game more difficult, but often more tedious: as i said already elsewhere, most of the underrail players then just adapt their general build to be "more efficient", but in fact they are just playing the game as "power players", or those who use the rules, or bend them, to overcome the problems in the game.
In this way, you just pick stealth as there are no other options to get into some areas and not be instakilled, pick all the initiative feats, build an energy pistol wich is game-wise broken af.
In other words, you're not RP anymore, and in this, completely forego a part of the game and his intents, making the game "easier" actually.
Ah, i know this post won't be useful anyway to most of the power players here, but hey, be happy with your playstyle, but leave the others have theirs.