Kind of annoying when Henchmen dies "one" round after they are purchased. Henchmen seem to die instantly when a boss or his minion criticals
Bosses and his minions "seem" to have a high critical block percent at higher levels. Henchmen resistance to a any schools is nullified by the huge pierce the bosses and minions have. Henchmen like the bosses and his minions rarely heal themselves.
Suggestion: Henchmen should have built-in pierce resistant gear (unlke us wizards). Henchmen should have a high block percent.(75%+)?. This would keep the Henchmen at the same level as the [boss and minions - without pierce and critical]. Which seems reasonable since Henchmen don't have pets or jewels or pierce blocks, ect.
One last Henchmen I would like to see is a soloing henchmen. (500 crowns). 100,000 health Henchmen, who remains up to 3 minutes (after you die) so as long as bottle up and come back in, he remains in the fight. Remains until you defeat boss, abandon the fight, or another Wizard joins you. Allows you to try soloing tough dungeons. (for those very early or very late players who can't seem to find others to help them).
Henchmen, like minions, can be useful, but aren't intended to replace players entirely. They can't think, but you can! Timing is key. Summon them right after a big hit, when the enemies are low on pips, or when you have prepared for them and have the right cards in hand (buff, shield, or attack) to capitalize, depending on how to use them. Simply throwing them out and expecting guaranteed success is unrealistic, and making them indestructible would be way OP.
I would like to see henchmen and minions a bit more predictable or controllable -- either purpose built or programmable in some way, like we could set decks for them -- but good selection from the current options can get you by.