This is part of the reason I have made several comments in the past about rahu plateau and how frustrating it is. This is one of the spots you can potentially solo for level 70 items, it's obviously slower then a lvl 70 dungeon and that's to be expected, but it's also extremely punishing to the point where even geared optimally unless you are using certain god builds, you will die every 2 minutes due to the insane amount of adds you get and the extremely punishing and unnecessary cc the mobs unleash upon you. The 90% movement speed reductions stacking on you to the point where there is literally nothing you can do to avoid the adds unless you are using bard or priest for instance. I should note however that if these mobs were considered elite it would help a lot, because then you could duo / trio and it would be worth it.
The other alternative is gazluk itself, and personally I say screw dealing with that (the cold effect is also overly punishing, I don't want easy mode but I don't want to feel like I'm playing ninja gaiden for nes either, aka wanting to throw a controller at the screen after a while).
Generally when I level up a new skill to 70 I try both of these places for a few hours then say screw this, and just craft some gear then do gk for the other slots, I completely get what you are trying to say here. A solo option shouldn't be as rewarding as a group option, but it shouldn't be as ridiculously deadly either.
The same is true for lvl 60 gear because your options are basically run around ilmari hoping when you attack that drakeworm there isn't actually 3 of them in that spot instead of the 1 you think you see, or rahu open fields where you get zero seconds to breathe or recover because the mobs are so densely packed.. although war caches have alleviated this to a huge extent ( good addition there).
I think toning down the environmental effects in gazluk ( and kur for that matter), and toning down the density and cc on the rahu plateau (or leaving them as is but tagging them as elites) would go a long way towards alleviating this issue for a lot of players. Also remove that stacking snare ability completely from general prask, why does he even have it? The one mob you absolutely have to run away from unless you have a group has an ability that makes it almost impossible to do so, alternately make him a static spawn on the side of the plateau that has almost no other mobs instead of a wandering "Surprise butt sex!" mob.
In all these example spots for gearing btw, the speed is already reduced because getting the top level drops from these mobs is already rare, you get like 10 level 60-65 drops to 1 lvl 70 drop on the plateau for instance, or thereabouts.
To some extent this is all still a function / extension of combat being too fast and furious (deadly) overall. I know I keep using this line but you kill and die as fast as in a twitch combat game where you are actually able to DODGE stuff to reduce the damage you are taking, except this is a tab-target game and those options are non-existant. On top of that the game doesn't really allow you to kite ( moving costs power) root rot, snare kite ( power and mobs gain immunity after the first root or snare) or pet tank ( pet tanking is still buggy as hell aggro wise, sometimes they don't follow your commands at all, and assist still doesn't work as it should work, aka your pet will guard you in assist mode instead of --waiting-- for you to attack, to assist you). These are traditional examples of how you can deal with this problem in other similar style games but not here, just more examples of why you shouldn't be potentially 4 shotted btw, because there are no tools to deal with that except for "4 shot the mobs yourself", aka "kill them before they kill you" aka what I have been saying for a few years now like a broken record or a parrot.
Not trying to be a complaining dick here btw, just trying to explain the situation as I see it! I am both a solo and group enthusiast so I know a little about both sets of issues.




