I played as a Barbarian. I never had to do anything but build up action points and use my giant weapon, and use spells to facilitate doing those things. For a while I alternated boosting Strength (mostly just to increase my chance of a critical hit) and Agility (to build Action points faster) but then I got a spell to easily get Action, and after that I just pumped all my stats into Strength because it didn't really matter anyway. Even the few monsters with special gimmicks attached to their fights died so quickly and easily that it wasn't worth bothering with the "special" fight element (that was vague; trying to avoid spoilers, and it's less exciting than I make it sound). This is on the hardest setting, too. I didn't mind it so much when I was seeing my character grow from the fights, but once I hit the level cap I lost any remaining enthusiasm doing the same thing over and over.
I upgraded my gear a bunch of times, just to realise that the purchasable items in town were improving at a better rate than upgrading. But, the freebies I got from chests were more than enough to win easily anyway, so I never did bother buying anything.
I never had any sense of the computer "cheating" -- it occasionally got very, very lucky with falling blocks, but then so did I, so it balanced. I think one giant improvement in this game over the original is how much less powerful giant lucky streaks are. I once counted the computer getting a combo of 27 matches in a row, and I still didn't even come close to losing the fight. So, you'll never be killed from a un/lucky streak. My only real complaint about the AI is that a couple of mob types are designed with moves that they can rotate to basically play forever, until only bad luck breaks the combo. I wouldn't mind so much if those almost-endless move loops were dangerous, but you take so little damage from them that it just amounts to a really boring waste of time while you wait to finally get your turn.
I don't want to give the impression I didn't like the game, though -- I did. But, it's a bit frustrating that it comes off as so unpolished. For the first game, a small company got a surprise hit, and it's understandable that they didn't have the resources to smooth things over. PQ2, though, is the third in the series, and they should have had the resources and experience to fine-tune it a little better than it turned out. Five minutes of playing and some common sense would have suggested better menu design, for example. Why include difficulty settings when even the hardest setting is a cakewalk? Why give all these monsters unique abilities if the gameplay ends up the same anyway?
I'm really hoping that versus play is fun, though, and that alone could potentially redeem all my criticisms.