I just had to throw in my two cents about today's coming monster level adjustments. There are certain things I have liked about the levels of monsters in the past, meaning... there are some very nice places to obtain certain items. For example, in Ordelle's Caves, near the back of the cave, the malboros reliably drop lots and lots of malboro vines. And the Mushushu (sp) scorpions in The Crawler's Nest drop two scorpion claws on every kill. When I need venom potions, that's where I go to the claws I need. No other scorpions I know of drop them like that.
I know there's no chance of stopping or reversing the changes being made. I don't see why they're necessary, anyway. All the most recent add-ons and expansions have "catered to high level players", and the changes coming today leave lower level players with less room to spread their wings and explore without being terrorized by new high level monsters....but I do have a suggestion to even things out and make it easier to get those malboro vines from monsters that will probably become impossible for me to defeat on my Lv.65 THF, and here it is:
Suppose you make available, for a not-too-great amount of guild points, a key item (or maybe an equippable ring or earring) could significantly improve the drop rate for items used in the associated craft. That would mean that alchemists could get a better drop rate on things like malboro vines and beehive chips. I'm just trying to think of a way to replace the scorpions which I could kill on my RDM75 (now 77), but I don't what their levels are going to become after this update.
If that is not possible, how about simply changing the way the monster's level relates to the character? If you start a Grounds of Valor training session, the monsters will be higher level for the one in training, but will remain at the old level relative to players who are not trying to train, but are just trying to collect items to craft with!
Thanks for reading,
Windblade