This is where GMS really needs to NEVER do these upcoming KMS changes announced (there is a couple with heavy GMS modifications that can be done) and really just pursue our own path entirely - includes treating KMS Jobs like they are GMS jobs with skill changes and balance adjustments completely independent to KMS.
The reason why these are not good changes because it is more skipping and more not playing the game, the game plays itself.
I want the game and journey more enjoyable and to be improved at base and permanently, includes you can only skip to level 10 for 1st job advancement and that is it, and the rest of the skipping it is either removed entirely (like no more Tera Blink and no more instantly getting to level 200 in one potion) and the rest gets reduced in power for level skipping.
And for the boss changes, they only make the bosses easier for the players that currently do them, they do absolutely nothing to resolve any of their issues.
It is better to let the bosses be easier than to make the bosses easier, and some bosses need remakes where there is only 1 win condition like metre bosses like with Kaling or Baldrix for examples, and be more like Lotus (not in terms of boss patterns) where there are multiple ways to win at Lotus because players can utilize the uniqueness of their job to win allowing for some jobs to have an easier time than others for a fight like this and vice-versa.
A great way to allow bosses to be easier instead of making the fight directly easier to not ruin the experience of players that want to have more of a challenge when bossing is have a lot more supports added into the game and make the existing supports be a lot better so they can actually fulfill the support role with a lot better healing/utility/defensive skills that function for all bosses as well, and then make the absolute minimum for bossing solo and/or duo instead of solo-only for bossing, bossing challenges included.
This let's players play the game how they want to play the game and gets a whole lot more people able to play the game.
And for boss fights with a lose condition of metres, remake them so their lose condition is dying out of the fight with no more lives, includes fights like Black Mage where you no longer lose lives without actually dying directly. Learning boss attack patterns is fun, having to learn weird gimmicks and what the metre do is not, Lotus and Slime having attack patterns to learn is fun, getting permanent stunned all the time in Seren is not - Super Nintendo Mega Man X trilogy boss fights were great, MapleStory can learn from the old Capcom days of boss design.
Now, I still want a free permanent duration vacuum pet, but this has no impact to assisting the game one way or the other.
The one change to implement would be the 5th ring slot, but extend it further and add in a 6th ring slot for GMS that only Roro Rings can be equipped to.
This would really help Roro Rings be more viable with a dedicated ring slot just for them that they can always be equipped to.
For the UI, could either put them side-by-side to each other or extend the additional UI vertically and put the 6th Roro Ring slot below the 5th ring slot.
Technically the other change is selection of potential lines, BUT it is done a lot differently to how KMS would do it for GMS:
Implement this feature as a new Super Bright Cube that, for Heroic World's pricing, be either 500x or 1,000x or 1,500x or 2,000x the mesos cost of regular Bright Cubes to purchase and will be inside of the Heroic Cube Shop / select Androids Shop and can only purchase in batches of 1x at a time because of their extreme cost.
The Super Bright Cube would allow the player to select the three viable potential lines that they desire and guarantee that outcome with a single roll.
You won't select the values of the lines, but you will guarantee the line outcomes. Values being how many Legendary lines and how many Unique lines would still be random.
Example: If you are a mage and use a Super Bright Cube on your Genesis Weapon, you can select Magic Attack for each potential line, and the following outcome will either be 13/10/10%, 13/13/10%, or 13/13/13% at the same chance a Bright Cube could obtain Legendary lines.
This would mean all other cubes functionality would be left untouched to how they currently work!
This gives the player options to how they want to progress their gear where they can either buy in Glowing Cubes, have no save function, and hope to spend way less for their desired outcome, spend more on Bright Cubes to have the safety net and still have a chance to save on mesos, or go for the guaranteed mesos deposit with the Super Bright Cube and not chance being lucky or unlucky.
EDIT NOTE:
I forgot about Legendary tier only lines with Super Bright Cube, so the solution is easy, make Unique tier lines for these stats:
Cooldown Reduction (Hat): -2 seconds for Legendary; -1 seconds for Unique (like how it should have been this whole time...)
Critical Damage (Gloves): 8% for Legendary; 4% for Unique
Item Drop Chance / Mesos Obtain: 20% for Legendary; 10% for Unique
Regardless, these are stat lines that should have a Legendary and Unique version of.
For EXP buffing tickets, things need to change to make the game permanently better:
1. For Heroic Worlds only,
restore the original Reboot Monsters HP and EXP values to how they originally were when Reboot launched (plus Grandis Monsters Reboot HP/EXP values) for ALL monsters, including monsters that previously never gotten the Reboot treatment that was Non-KMS content like Commerci, Mushroom Shrine areas, Masteria, and New Leaf City areas.
~ With this,
buff and change the Heroic World Passive to be more gradual and better serve new players and help bridge end game damage to be closer to Interactive Worlds.
(This is all additive stacking on itself.)
At base: +10% Final Damage.
Scaling: +1% Final Damage every 2 levels. This scales beyond level 300 as well.
Scaling: +5% Final Damage every 50 levels. This scales beyond level 300 as well.
[At level 300, this would be 190% Final Damage, exactly double Heroic's current damage for level 300 characters.]
2. For All Worlds,
increase the base EXP of monsters by roughly 35%, this would include making the restored Reboot Monsters Base EXP roughly 35% higher than they originally were as well.
~ This part is important,
the base EXP is increased because 4x EXP Tickets (and higher EXP multiplier buffing tickets) becomes permanently removed and will never return!
3x EXP Tickets will become a lot more rare, similar to the rarity of 4x EXP Tickets are now.
2x EXP Tickets remain and will be as common and more common than they are now because they are the combination of 2x EXP Ticket handouts and 3x EXP Ticket handouts are now.
Now increase the base EXP by roughly 35% and not 50% because of other EXP granting effects.
So instead of removing 2x EXP and replacing them with 3x EXP, remove 4x EXP and make 2x and 3x feel more valuable again and just make it where 2x EXP tickets feel like having 3x EXP tickets, but even better because the game feels better to play without EXP tickets at all with higher base EXP.
Higher base EXP is very important to improving the NEW and RETURNING player experience because these players are the least likely to use stuff like this as well as come during majour events with leveling perks, so you need to make the game better all of the time if you want the game to grow.
So the combination of increasing the base EXP of monsters and giving back the Original Reboot Monsters with a gradual final damage passive for Heroic Worlds will be a very good start to improving the new and returning player experience.
Whenever I try a new game out, it is always during a random period of time and I never participate in events (if any) because that is way to much information to handle, so I play what should be the intended route of the permanent base experience and slowly learn the game from there as I progress upwards.
This means, if the base experience is bad, like what it currently is, then new players will be turned off and not continue playing the game.
Without new player growth, the game stagnates and you slowly lose players over time instead of replacing players and growing at a faster rate than you lose players at.
More would need to be done, but this be a good start.
But most of the stuff implemented from the most recent KMS update announcement would be really bad for the game long term and even worse for GMS.
It also introduces to even more system creep and we need to go in the opposite direction of taking systems away which was one of the main goals of Reboot, strip out systems and simplify progression down to both mesos and EXP only (or what happened was mostly mesos and EXP only, but still stripped out a lot of systems to make the game less overwhelming for new and returning players).