(sorry for the long post, im trying to understand and separate a few issues, thanks for bearing with me!)
As a New emmisary, one question i hear constantly from new players is: 'where do i go to farm gold? everywhere i go something kills me in one shot, whats the point .' now theres alot of things wrapped up in that, but one problem with the huge damage attacks mobs have is that it doesnt seem (to most new players) to flow out of what the original game showed them, so they dont know how to handle it.
I can agree that these mechanics do become somewhat necessary to deal with very powerful players, endgame content, and long server history, but it leaves new players a bit demoralized, thinking they're bad players, or not understanding the server, and frustrated. Like the randomly powered up goblin thieves we sometimes find that seem 5x or more stronger than others, no tyrant tag on them etc that is ok if they're marked or have some story/reason/indicator on them, but just free range instagib stuff feels (to some) like a punishment, or a contrived reason for getting donation gear-which i know its not-.
we explain how to deal with dying, and insuring items etc, but its hard to get them to where they feel they can adventure here, in a somewhat unpredictable environment. (dont get me wrong, random is good, but we need to be able to see it coming, or anticipate it for story reasons, like an npc advertising "goblins have been working with the dark father to increase their power, watch out for patrols of uber dark goblins, and work in teams to take them down" or "high level monsters have learned how to summon dark energy to empower their attacks, it takes them half a minute to build up, but if you dont stop them first, they can overpower any defense with a timed special attack" what chafes players now, is that theres no indication this can happen, just poof, death, and they feel like it was the /kill command
One thing that might be a bit more understandable, is some special move the bosses can do that paralyzes a player or pet, so they cant defend, rather than just instagib attacking them, it would let the player see whats happening and respond to it ("frozen pet!, go go go!") as a mechanic rather than just sigh and hate the RNG more. one thing that would make people less salty about those fights, is being able to trust their hp pool a bit more, 300 hp is a ton more than osi gave us, but getting it doesnt seem to protect us as much as it should, i guess.
I freely admit im a novice at the game, and i know stuff like this would create more work for staff to implement it. but i also think that increasing our trust in the stuff we buy, donation or not would increase the amount we buy ^_^ i dont need, or even want to be invincible, just let me see it happening for reasons i can work toward overcoming instant death is an emotional attack too, i dont want to die, but paralyze me, poison me, summon a horde to swarm me under, let me feel that im not fighting gods with pointy sticks, and i'll love it more