Ok.. so.. first post here. 6 years ago I stopped playing Final Fantasy XI (after playing it since it's U.S. release), and have returned to Vana'diel for various reasons, foremost amongst them being that I just plain missed Vana'diel. The game has undergone tremendous changes, and to be honest, I don't think I've enjoyed an MMO as much as I have since coming back.
I often like make an analogy about how FFXI used to be.. like an abusive friend who hurts you but you keep returning despite the pain. Now, it's more like a strict coach who knocks you down, then immediately helps you back onto your feet with words of encouragement. I state this so you know I am not one who always looks for the negative, but honestly tries to be impartial. However, there is ONE overriding factor that is making me nervous about commiting to return to the game, and that is the overabundance of extremely high-level monsters in nearly every zone.
Fields of Valor is a great idea, and allows one to solo effectively as classes which previously could not reasonably attain any real amount of experience in a moderate period of time. The problem is.. was it really neccessary to slap maximum level enemies into nearly every indoor area, and worst, put them "in the way" of lower level quest and mission objectives? The very first enemy I encountered in Zeruhn Mines, a freakin' newbie dungeon, hit me for 700 damage shortly after I began playing. While the mobs I was "supposed" to go after were now in a very small, secluded area, and the gil reward for the soot they drop wasn't adjusted either.
Then I tried to do the Windurst Mission to locate Nanaa Mihgo's hideout, only to be attacked by 80-90+ bugs and bats, whereas that same area used to be an excellent place to farm and level in at around the mid-20's and 30's. Not to mention that Ranguemont Pass now has also seemingly-90+ foes blocking the entire length of the tunnel past the entryway.. leading to a level 50ish zone. What the heck?
These are just a few of the many examples; and the reason I am complaining is that this will still be an issue EVEN when I do reach the level cap myself. There are now massive numbers (and massively numbered) foes in areas where you previously could run by safely that will still be hostile even to a maxed-out player, and it seems rather unfair to force players to HAVE to carry multiple stacks of Sneak/Invisible powders in EVERY single darned indoor area for EVERY quest, whenever one isn't on a mage job. I mean, let's say I wanted to level, uhm, Warrior in Beaucedine or Xarcabard for whatever reason. How am I supposed to GET there? Bum a teleport off a mage every single trip? Sub WHM and hinder my own leveling?
And so on and so forth. Now, I understand the need for a multitude of leveling locations. Not everyone can get a party for Abyssea, or even has those add-ons, or whatever. And I am totally familiar with the "old days" where just a few more players can ruin XP chains for others by traipsing into the same camp. But c'mon! The amount of high-level foes casually dumped into the ONLY PATH through multiple low and medium level areas is just crazy. And effectively destroys the ability to solo and/or travel easier which Fields of Valor (and 6 years of patches) was supposed to remedy!
So, please hear my plea, and if you're going to put Lv80-90 mobs in older areas, stick them off in side rooms or even add new passageways for them, NOT in the existing framework, as it hurts both us returning lowbies as well as high-levels who don't want to have to fight dozens of enemies just to 'get' somewhere when they don't have Invisible or Sneak 'free' with their job. It's one thing to "require" such things in, uhm, Tu'Lia or whatever, but in the freakin' FIRST missions and quests you get??