@ DeafeningWhisper
Depends. Had some free time, so here are my thoughts for you
Having played a FvS for two lives and now levelling a mage life, I'm starting to see them as an easy button, since all it takes is one click and the mob is gone. Multiple, sometimes, but it will eventually succeed. Yeah, I know what mages used to be before the change, but blasting away the opposition with one button press is just cheap. Nothing smart in it, and it pis5ed me off too when the mobs did it to me. Thankfully we have deathward and most of the mobs don't. And that's part of the problem.
In my opinion, this stems from two related problems brought up several times before:
#1. Infinite melee damage, and
#2. Mobs lack of protection/player overprotection.
Point #1: When you got a mix of infinite and finite resources, it makes sense to utilize the infinite ones first and resorting to the finite ones only when you have to. My current life is an archmage, so I spam webs. They're cheap and effective. I don't spam maxed/emped/heightened fireballs, since I wouldn't last half-way through the dungeon. In fact, with the inflated mob health, I'd be happy to take down two epic-level mobs with direct-fire spells before running dry.
It's the same thing with a mix of melee and casters: you don't use casters unless you have to, since melee can swing infinitely. The solution to this would be to either remove mana-bar, which obviously isn't going to happen, or by adding a stamina-bar. With both mana and stamina on equal footing, letting melee do the dirty work isn't going to be the de facto standard anymore, but would raise a problem of what to do when everyone is dry.
An easy fix would be an increased cap to the "echoes of power", such as 5-15% of total mana/stamina. A little bit of resource juggling is bound to make things more interesting, when freshly pulled mobs start pounding on a weary party. Something would have to be done about unlimited potion chugging too, but they solved this in WoW by letting a player chug a 'mana' pot only once every three mins or once per encounter.
Point #2: Players have it, mobs don't have it. Used to, but that didn't work either. Adding a special protection until 50% health only marginalizes insta-kill spells. While better, it still doesn't really address the power gap between mobs and players. Every player is still going to carry deathward/-block and the mobs is still going away at 50%, which means that the mob health has to stay inflated.
I think both mobs and players should play with the same rules and the rule is that either everyone is immune or no one is. There isn't going to be immunity to poison or disease anymore, so might as well make deathward the same +10 to saves and let every last enemy wizzie buy a fresh bottle of lubricant. Having Wail of Banshee, haste, and rage in their arsenal and the brains to use these would level things even more. Likewise, enemy clerics should start casting deathward a lot more often, particularly when in large, bunched up groups.
Draw your conclusion from these. Getting insta-killed still isn't my idea of fun, so I'm leaning on just removing insta-kills altogether. Then again, my final life is going to be a FvS with paladin dilly and all +saves items, so I'll be on the winning side either way