That seems a reasonable point at face value...but if you are doing the research you would be aware of the threat and if you are going through a process of trial and error to learn your way around, you would quickly learn that that section of the map is not good for you right now, just like you might just as easily stumble into a nasty situarion in Giddeus and die and learn not to go in there just yet. The fundamental principles are still the same---either you know in advance, or you learn by trial and error.
Besides, that isn't the argument that was being made. The argument being put forth was that a new low level player would rage quit because they ran into a mob they could not handle. This type of scenario could play out for that type of player at any time from level 1 to 75 in the past, depending on where they explored aimlessly and at what job/level they are against the mobs they came across--that still applies just as well from level 1-99 now. So, it is a bit weak of an excuse.
Even so....they should learn from the mistake, and try something different. There are other paths that can be taken. The issue of making this change needs to have the pros and cons weighed. As it stands now, people from Windurst have obviously been finding ways to level, as evidence by the new players coming up through Genkais and such needing help at the higher levels. Each time I've searched the areas, I have always found level 90+ peoplle using the areas, but rarely find lower level players there in comparison. I'm sure this varies from server to server, but it is one of the things SE would likely want to analyze if they were to consider this concern....who stands to win/lose, and to what degree. What is wrong with bringing these points into light?
At present, it would appear (from what I've seen) it would penalize higher level players by denying them access to specific game mechanics for that region, while providing a minimal gain for the lower level players. On both sides of the equation, low level players can now and still could seek alternative camps currently close by, while higher level players would no longer have any options in that region. Lower level players still currently have a much wider range of areas to choose from than higher level players do by comparison when it comes to taking advantage of specific game mechanics in these older regions. That is an important point to be considered, and likely one of the driving points behind them making the changes in the first place---players were asking SE to make these older regions useful for higher level players, they did, and players appear to be using the new options added.
As for the point about the xp path laid out for players....I have seen this evolving gradually since WotG came out, and there really isn't a set path to follow, never really was--there was simply popular paths, but those have shifted over the years as the game has evolved with new features/options at one's disposal now. At various points, several directions open for players....it is the player's choice in which way they go. Before, yes...they may have had more variety in certain areas, and those may have been reduced for those areas--but that deoesn't meen they are out of options. They in fact still have numerous options available to them. They are not locked into JUST that one alternative path that pushed them to the Canyon, that is just one fairly obvious route. Rosina herself just brought up Amaryllis tower again:
That tower is still usable for lower levels in much the same fashion, it just may be laid out a bit differently now is all (I can't recall just how it was laid out 4-7 years ago, but I DID explore it earlier in this thread and found that the section she referenced is currently NOT full of 80+ mobs, but rather varying clumps of mobs bracketted from level 10 through 18. If the mobs were lower in the past, than that is a change that one needs to work around by going somewhere else for the levels the may have gone there in the past. The trick is to investigate a bit to discover how it has altered....perhaps it is simply a matter of going into a different tower now? I found one such section that had mobs up to level 7, and ther are targets in the Saras that go to level 10...just saying, there are options available for the levels that have been put into question in the thread that do not put players in such dire jeopardy as is being portrayed here.What I used to do was level around west sarutabaruta then @ 5, I would go to the tower located north of Giddeus. The was a large square room with you smaller rooms on the left and right side. Mobs were spread out enough for quick kills, but not enough to gang bang you. And you can rest on the platforms w/o too much aggro.
The point that keeps getting overlooked time and time again, is that when SE made this change (made in part because they were lobbied to do something to bring players back to the older regions), they were careful to try to section them off and also made adjustments to preserve options for the lower level players. They didn't simply convert an entire zone to an elite campground and shut out the lower levels....they tried to keep things balanced.
One can argue how well they did/didn't balance it....but you can't say they completely shut out lower level players from having a viable path for leveling. What appears to be goin on here is more that there are those that either are not aware of the options (for whatever reason), or are aware but are refusing to branch out into the new direction the game has taken and are clinging on to times past that are simply are no more. Either way, this should foster a spirit of exploration/experimentation to find one's way, just the same as we all had to do in the past. Sure....some will make mistakes, sometimes fail miserably....but they should be learning from those mistakes and move on. What appears to be happening here, is some are falling into the rutt of trying to teach and old dog new tricks. That is quite frankly, more of a personal issue than a game design issue.