I would much rather have Phantom not receive a full rework just to be a support class. The skill swipe concept is terrific as it allows you experience the playstyle of some classes without actually creating one (this was how I tried out some Dark Knight skills back in Renegades/Justice days.) Only main issues I see is having limited slots and having to find an unpopular explorer for a specific skill. Also early game Phantom suffers a bit in terms of mobbing due them not having good veritcal hitboxes. Here are a few changes without changing the entire class's identity.
Calling Card: Increase vertical hitbox above and below and reduce the delay in the skill Skill Swipe/Impeccable Memory: Remove skill slot limit so we cannot "forget" skills. Allow Phantom to steal skills from player's own Legion so players don't need to hunt other players. Job instructors could work. Rapier Wit: Reduce the skill's delay and change the skill so isn't broken into 2 parts. Vol D'Ame: Change from an enemy buff remover to a bind that also removes buffs and grants an iframe (doesn't need to hit mob for iframe.) Mille Augilles: The 6th job ability to use it midair and change its forms should be granted at 4th job.
Card Trick (New Skill:) Upon reaching 5th Job and unlocking Luck of the Draw, allows Phantom to "cheat" and pick a card to always pop up instead of leaving it all to luck for Judgement Draw and finishing the skill Luck of the Draw. If the player rigs Luck of the Draw, they cannot draw the Wild Card. Ace in the Hole: Change the targeting for the instant attack or add a command to allow the card to explode at Phantom's location instead of going to a nearby enemy in a bad location.
This is what I got so far. Just changing some skills to remove some random elements, having to find specific players and just making early leveling a bit more bearable as well as giving updated utility to an old skill
Monster Collection Exploration Faster Dispatch and Claim
Currently you have to claim the rewards of Monster Collection one by one and then dispatch them one by one. There should be a feature to allow the user to quickly get all the rewards and dispatch the same monsters to begin exploration again. This feature takes inspiration from Genshin Impact's Adventurer's Guild Expedition that allows you to get all the rewards at once and send your characters back at. Maple has a similar feature in Auction House where you get to CLAIM ALL to retreive all unsold items or receive the mesos made from sales as well as the relist all to sell all the items again. The claim all feature will claim all the rewards in sequence and stop once everything is collected or the player has a full inventory similar to retreive all in auction house (in the case the player has 4 inventory slots and he is retreiving 10 items, everything up to the 4th item will be collected instead of asking to make 10 slots available.)
Price Adjustment
In the auction house, the current way to reprice an item is to end the listing, collect it in your inventory, list it from your inventory and then assign the new price. That is a lot of steps that can be simplified by simply ending a listing and having an option to change the price. Also, the current method of relisting to reprice requires the player to have space to take the item down before they decide on repricing it which is a hassle when all they want to do is drop the price of an item that isn't selling. Just allow us to reprice after delisting an item.
Fusion and Extraction Visibility
When the player puts an item in for extraction or fusion, the inventory still has the item in the inventory and would only disappear when the extraction/fusion is completed. This is confusing as the player can get confused which item is being extracted/fused if they are working with a large number of items. The game should either highlight the items that are being extracted or fused so the player knows which items have been selected so far. If the extraction/fusion is successful, the highlighted items would disappear as usual and canceled fusions/extractions would return the inventory back to its normal state.
It's kind of surprising Familiar extraction and fusing have an indicator that shows which item is clicked on already and it hasn't been implemented into crafting yet. Non-KMS content with a more advanced feature than something from KMS is kind of shocking.
The game's daily 300 mob kill thing is slightly flawed. The current way we have it that we kill 300 mobs and click CLAIM GIFT (if can be claimed on any character on the same world.) The problem is that you have to claim the reward at the same time as completing the day's daily. If you got a full inventory, you would not be unable to complete the day until you successfully receive the item. Another issue is you cannot save items for upcoming events. If there is an upcoming DMT and you want to use your cubes, you have to pray DMT arrives before the item expires.
Maple's Daily Gift System should allow the player to be able to complete the day without being forced to accept the item that comes with that day's completion. This will allow the player the flexibility to finish their dailies and pick when they want to receive their rewards. This comes in handy when a player finished their mob quota but isn't able to accept the reward or is timing trying to get their rewards at a certain time. This is handy for players finishing dailies at the last moment as they don't have to figure out what to toss out or spend extra time seeing who can accept the Inventory Expansion Coupon.
Another feature that could be added is automatic check in once you hit 300 mobs. Once you hit the required 300 mobs, the game would check the player's completion so they don't need to open the Maple Gift Menu to check in. They only would need to open it to count their days or to claim the rewards when they are ready. This feature would make it so players don't have to worry about worrying about clicking in as the system would do it for them once they hit 300 mobs. This is similar to attendance where the teacher spots you and marks you present instead of calling out your name and waiting for a response.
Totem reintroduction was meant to address the legacy issue of totems and how players who have one have. This update grants players access to the effects of FZ without resorting to buying one which is impossible and makes service less appealing due to the totem abundance. Having universal access to spawn enhancers is more important than having more mesos in the game for starforcing, depleting event shops. Some goods might not increase due to powercreep making them worth less and some higher end items might more affordable due to us benefiting from rapid growth.
For Interactive to be less reliant on a ton of mesos for upgrades, maybe allow them to consume Spell Traces (or something) to discount the mesos cost of things like Star Force Enhancement and the like. This would come with something like while Frenzy Totem is active (in Interactive Worlds only) will reduce mesos obtain final multiplier, for example, by 70% - which means you would obtain only 30% of your default mesos in exchange for a lot more monsters which equates to more EXP and items.
People buy service/use FZ so they can get more EXP, items and quests that involve killing faster aside from just meso. Why does Interactive have to suffer a lower meso penalty when they are on Frenzy? We both have the same meso prices for starforce, symbol enhancement and event shops. Heroic Severs have cheaper cubing costs so this makes zero sense. Even with our boosted spawn, we don't come close to Heroic income due to lower cube costs and the meso multiplier still being higher. Just accept the fact players who are stronger and/or invested in meso/drop gear will have far greater income than someone who started. If players with totems knew if they were were robbed 70% of their mesos for being on spawn boosters, this would boost Frenzy Service so that the totem renters boost others so that the other player gets FULL meso and spawn boosts. This would just promote service trading until they outrange each other or someone gets scammed.
Also, why can't you focus on one thing or two such as your Blaze Wizard/Support revamp or your vision of a better Heroic Server instead of claiming you know the solution to all the servers?
I figure GMS can just port over the Potential and Bonus Potential Reset system in KMS so we can cube our items directly without worrying about losing good lines. This would make it easier to get potentials and bonus potential to 3L. This wouldn't have much impact on Heroic Servers since they have access to Glowing and Bright Cubes all the time. Interactive Worlds well Bright and Glowing Cubes for potential, but only sell Bonus Glowing Cubes for Bpots which makes them riskier to roll especially when people are rolling for 2L or 3L since there is a huge risk of getting nothing. By using mesos to reset bpots and pots like KMS, players wouldn't have to worry about buying cubes and worrying about space or expiration. They also don't need to worry about buying services and potentially getting scammed. An alternative would be to sell Bonus Bright Cubes in the Cash Shop at all times so we can truly cube bpots without fear of losing lines since that is what makes bpots harder to deal with that regular potentials.
This change should come without the meso cap or eliminating other cubes sources in case players need to cube using boss and crafted cubes for mules who don't need super high end gear. The option to buy cubes in the cash shop would still remain for those who prefer using NX to get their cubes. IDK if the meso costs to re-roll should match KMS so that we can finally base a Bright Cube to the cost of a roll in mesos or it would be adjusted to match GMS's higher meso rates.