...No.
Starting Cities: Mobs 1~8
Mhaura/Selbina: 15-25
Jeuno: Mobs 20~40
Taz/Kaz/Norg: 30-50
Aht Urghan: 60-85
Adoulin: 90~99+
Are you trying to say that we should be reducing all of these mob levels down as well? Adoulin is exactly what it needs to be. If you want to run around surrounded by paper tigers, go back to Abyssea -- Adoulin was specifically designed to be lv. 99 content.
And frankly, I'm hoping its the first rung of a ladder of increasing difficulty. I've frankly missed being afraid of not having sneak/invis.
Except when it is the only category not at all represented within the game.
I don't know if you've noticed, but there is no other lv. 99-exclusive content in the game (and by that I am referring to zones that represent serious threats to appropriately geared lv. 99 characters). Previously every level cap has had its own levels, but Abyssea -- the last major addition of zones to the game -- stops at level 90. That's why, outside of NMs, the most difficult monsters you find in Abyssea all check DC-EM. There are no level 99+ mobs.
Adoulin was specifically designed to cater to what is easily the largest demographic of the game: Level 99 players. Almost everyone is level 99, and those who aren't will be within a week of actually trying to be. Even people who solo, of which I have met many, reach level caps, break them, and attain level 99 in a fraction of the time it took us previously. (I'm talking 1.5~2 weeks.) I, alone, have gotten 2 jobs to level 99 this weekend pat, and that brings my total to 5 since Adoulin was released.
There is no reason to add content for levels under 99 when they are so heavily represented across the board. And infringing on lv. 99 content and forcing people who are actively seeking the challenge and fear of not being able to one shot mobs is asinine. I'm not interested in having lv. 99 mobs pushed off into obscure corners like they are in old zones. Adoulin is lv. 99+ and needs to stay that way.
The areas outside of Adoulin are designed as EXP'ing areas for level 90+ characters, just like every other hub city is designed for EXP within a 10-15 level range.
So, to cater to people who CHOOSE to take their time doing something that can be done in a matter of hours, they should make travel and exploration overly tedious for the primary demographic of the game?
Seriously...
Counter point: Historically content didn't have to be designed to deal with people who readily and commonly wield weapons that occasionally deal double damage, use weapon skills and spells that habitually hit for over 2,000 damage, and brandish gear that does things like convert damage into MP/TP.