Holy ■■■■ people are still complaining about this? Well, I guess by people I mean one guy now, @Hilsun - everyone else figured it out.
Innumerable ways to deal with this situation, the foremost of which is to not have some terrible build that relies on nothing ever attacking you (note: nothing ever attacking you, period. Builds that rely on never being HIT are fine). Either have some decent plate, aspersion buff, a chunk of health, and maybe even a shield so that you can sustain damage you take with potions, or have full leather with high dex so you can dodge everything and, again, rely on potions to heal up the few hits that inevitably go through.
Of course the second obvious solution is to not choose to take more than double damage from every attack you do take. As in, don’t go to a map that is 10 levels above you with mobs that can attack you. If they’re within 5 levels, you’re fine. If they’re more than 5 levels above you, they get a 10% attack modifier per level. This is a huge deal, even if you’re in full plate with aspersion and huge defense it can turn 1 damage attacks into 1000 damage attacks because of the way the level modifier amplifies attack directly rather than amplifying damage taken (otherwise it would double the 1 damage you take to only 2 damage, obviously not exactly a big deal). Then crits from spiral arrow amplify that even further. It’s just not a good time. Do some grind or some dungeons or some missions or some daily quests, pop your exp cards, whatever you have to do, to keep within 5 levels of the map in question, and you’ll take way less damage.
Then there’s the other solution of just using the tools every class has available to prevent yourself from being attacked at all before you kill the enemy. Clerics have tons of this with various forms of invulnerability and mitigation and healing, Swordsmen have their knockbacks and other stuns but being melee they have the hardest time not taking damage, archers have pavises for block, stealth, and a few other CC skills, Wizards have sleep, cryo freezes, kino CC.
Of course it is possible your particular build can’t accomplish any of the other elements (except for not being in maps outside of your level range, but hey, you do you if you can pull it off) in which case you just join a party, no problem.
If you reject all of the above then the blame is squarely on you. You can bitch and moan all you want, but you really don’t have a leg to stand on. You created a build that doesn’t work solo, and yet you want to go to maps that are outside of your level range and refuse to join a party. Really dude? This is the game’s fault? Okay.
Just because you CAN do something, doesn’t mean you should. You could start a new character and go run to a level 200 map - the game will let you, there’s no mechanic preventing it - but do you really expect to be able to just function there on your level 1 character? The game allows you to start quests on maps that are 10 levels above you, but they’ll be much more challenging because of the level penalties. You still CAN do it, in fact in a party you could do it easily, but it’ll be a lot harder if you insist on soloing without a solo build. You CAN have a million different build combinations, but most of them won’t make sense for what you want to do. There are lots of choices in this game, lots of things you can do, that doesn’t mean every option is reasonable for everyone at every time.
If you can explain to me how giving the player more choice is bad design, by all means. I’m open to hearing it. But you seem to be saying “Because the game lets me accept quests in this area, I should have no difficulty completing said quests on my own,” to which I can only respond, “Why?”
I can guarantee you, you’re in the minority in thinking that being given the choice to do more difficult content at an earlier point in time is bad design vs. being locked into only doing level-appropriate content. Otherwise, Dark Souls wouldn’t be a huge franchise with millions of fans.