Of course everyone will die in a MMORPG game. That's a given. The challenge is avoiding it as much as possible. If you die and there's no penalty, then death is trivial.
One of the many reasons why Natures Touch is interrupted a lot, and it costs a lot of energy to heal. Time and again, OTM's stance is - if there's no risk to dying, it's not a fun game. Search admin's posts, these aren't my words. I simply agreed with it.
As to the OP, my clan, whether dominant or not, has no effect on my opinion. That is simply how I grew up as an MMO player. Zerging a boss just isn't my cup of tea. The very first time I saw a clan leystone-zerg the Fire Titan during Halloween 2011 when I was only level 30, I swore I would never participate in such a fight. No strategy, no cooperation, just throwing bodies at the boss and chop of his health bit by bit. Sure they won eventually, after a long time. I am pretty sure the designers of the game didn't want their bosses going down that way.
The first attempt was to make bosses far away from the leystones. This was actually a discussion topic during Beta 3. You guys ever wonder why there were only 2 leystones in OW in the beginning? Even then, idol/restore pot use wasn't as widespread as it is now. But OTM underestimated people's willingness to buy and use up hundreds of idols.
The second attempt was to put a universal item cooldown timer. Just so you can't spam pots and heal 1000hp/sec.
The third attempt was to put an idol-resurrection timer so if you die over and over within 2 minutes, the idol timer gets longer and longer.
Clearly all these changes are pointing towards the fact that OTM doesn't like players idol/pot-zerging their bosses. But it's clearly not working as they have noticed it's still possible and as long as people are willing to pay, it would be a "strategy" players will take. It's the easiest one after all. No need to organize. No need to strategize. Just throw bodies at it over and over and eventually the boss will die.
Now OTM decided to change the idols. If you haven't been paying attention in the last 3 changes, their purpose is to prevent zerging as a way to kill bosses. You may not agree with them, but I do and that's all my point ever was.
I'm not denying the fact that the game is plat-dependent. We certainly need lixes for end-game bosses, and it is a necessary supplement until players are over-leveled and more powerful. We rarely use plat items on Hrungnir now, and certainly not on Aggy anymore (unless we're in a lock battle). But if idols enable you to kill a mob or boss that's too powerful for your group, then I'd definitely side with OTM.
Very well written, but the problem is that you wont see our side, and we wont see yours. You choose to see otm as trying to make the bosses more challenging, as a good thing, we see them making bosses harder then the alrdy op status that they have, and trying to make more money, thereby wrecking the game. For the sake of the games survivability as otm moves on, i hope most people are like you. One thing i cant just let go is the fact that u say that you can kill hrunger and aggy with no prob. Thing is, once you started with zerging + a bit of strategy, then got some gear, and repeated the process, the op (as compared to other items availible to non dominant clan players) gear that dropped spread throughout the clan and made the kills easier. As you got better bosses down with the same technique, more of these items got through to the whole clan, making it easy. My clan wouldnt have the same problems with dl bosses had we all alrdy gotten dl, hrungir, aggy, and some mordy drops. We have none. We are trying, but without these items it is hard, and now removing the only process left to us will wreck is for good. And to the reply that we can always lvl, i prefer to have more then my dl gloves by the time im 190...