Chopy: Yes because to beat insane , you have to use such OP things like quen and reload save game every time you loose too much health , it's not challenge it's minor annoyance for which you get nothing but achievement on steam.I beat game only with aard + sword and sometimes swallow on hard and challenge only lasted in first half of the game.
Archangel30: No, reloading when you HP are too low is abusing the system and nothing to do with things being hard or challenging.
Anyone that says Hard is too easy and insane is stupid is just making an excuse.
I know most other games that try to be hard do so by making silly encounters and make you load the game 20+ times for those until you finally figure out what do to. But that is not truly hard, that is basically overcoming one challenge at the time with unlimited tries which is actually stupid.
The real challenge is Insane, one life, no retries and if the game is done properly that you can go into fights with potions and use bombs and traps and all the rest of the options at your disposal and do it on first try if you are good enough that is proper difficultly. And if you do not use options you die because of that, not because of some stupid way that encounter was designed to be done.
That depends on the point of view. For me, not being allowed to die, is not what I want. I want to be challenged and to think about how I go about beating an encounter. Designing a tactic - if need be, by trying and failing - and making good use of all skills available.
For example, you encounter a group of human enemies. The naive approach would be to charge them and hack them down arbitrarily without parrying or dodging. You are to be punished for that (by dying) and will soon learn to adopt your tactic to the situation, picking out single targets, using your signs, using oil to make them bleed to death etc.
In the prologue on hard, the game does that to a certain degree. But later on the above mentioned 'naive approach' will work quite well or you have to take only minor actions (like using Quen or dodging a lot) and combat becomes dull and no challenge whatsoever.
Combine the ever-present need for a thoughtful approach and using your skills properly with clearly distinct enemies which require different tactics (best case: even dependent on terrain, so that even the same type of enemy can pose different challenges) and you have, what I'd call 'Hard' difficulty.