Im surprised newer party quests still require a party of usually 3+ people. I remember when bosses needed fillers even when the party leader was strong enough. It was good they allowed parties of 1 to enter RA and other bosses. Even non-boss content like MPE and Muto allows for solo played. There shouldn't be a requirement for X number of players needed to do PQs for fun or monster collections or other collecting purposes. It kills the mood when you need to drag volunteers when you want to go do Lord Pirate or Romeo and Juliet to register PQ exclusive mob.
Select Entire Page should just be changed to SELECT ALL. Entire page shouldn't consume the entire book. I really just hope this is just a poor translation and should be a simple fix.
Dual Blade is pretty much the only class that doesn't has IED as a passive skill. Having proper IED is essential in dealing damage to bosses, but the way the class is flawed is the IED is placed on our attacking skills instead of being made a passive skill. This creates issues as it makes some attack weaker since they aren't ignoring the boss's defense.
Our primary bossing move is 4th Job Phantom Blow, Hyper Skill Asura and Blade Clone, Fifth Job consisting of Blade Storm, Blades of Destiny, Blade Tornado and Haunted Edge, and Sixth Job boosting everything mention as well as introducing a new proccing skill tied, "All Must Die," to the 3rd HEXA Core. All of these skills Ignore a certain percentage of the boss's defense except for Blade Clone (including its HEXA) as well as All Must Die which don't come with built-in, and thus would be weaker. Aside from that, Common Skills such as True Arachnid Reflection and Solar Crest would be a lot weaker since they are not boosted by an IED source since the developers decided to give Dual Blade IED on a per skill basis (not all skills.)
Dual Blade's IED focus is also laughably bad when you look at how bad Dual Blade's Hyper Passive options are also another skill that doesn't need IED but the devs put on anyway. Dual Blade's 4th Job mobbing skill Blade Fury ignores 20% defense. This is useless as Blade Fury is a mobbing skill and IED doesn't improve mobbing. The Hyper Passives are another mistake where the 2 weird options are Blade Fury +20% IED and Blade Ascension +20% IED. 2 IED Passives to boost mobbing skill is a waste of Hyper Passive options when they could had improved other skills we used in a more meaningful way. What is also funny is Blade Fury HEXA having no IED when its 4th job version does. I know putting IED on Blade Fury HEXA is useless, but this is funny seeing KMS forget something.
KMS should give Dual Blade a 20-30% IED passive to our existing passive skill such as Sharpness or Katara Expert. By moving Dual Blade's IED from the attacking skills and moving it onto a passive, all of our skills current and future will be more effective against bosses since our IED won't be limited to some skills. Blade Fury and Blade Ascension IED bonuses should be removed from the menu and be replaced something useful (no clue to what it should be yet but I wish Dual Blade's and other certain classes should have some Hyper Passive and Fifth Job boost nodes be consolidated so they can enhance more skills at once but might be a different topic.)
I can see Inkwell and the GMS team is actually making an effort to close the gap between older and new players by making the Ride or Die block count towards the 2 event legion piece limits meaning someone who did LAB, Abyssal Expedition and Ride or Die cannot use them all. The bonuses are nice and there is no powercreep as all the 5 piece blocks seem to offer the same bonuses so there no "New and improved" block in the event. The Chains of Resentment were the best prizes as we finally got an official answer to the Legacy Frenzy Totem and service issue. The gesture was nice on paper, but it was a mess due to not being guaranteed one even if you perfected all the weeks and the content itself being poorly designed in terms of gameplay and just how the rewards were given out.
Basically they gave us af F grade GMS exclusive event with an SS Tier max reward (the reward pool remains questionable.)
Basically, MapleStory needs to support the Mario and Kirby players at the same time. While Nintendo can make Mario for the Mario gamers and Kirby for the Kirby gamers because of how the companies do business differently.[/b]
Maplestory is already built like a Nintendo/HAL game.
Nintendo/HAL has no problem holding your hand through some content that is deemed hard for younger players. Stuff such as the L block that turns you into Luigi so he can clear the level for you exists. Most of the time, anything he collects like Star Coins isn't added to your score as he exists mainly to progress the story for you. The same can apply to even mature AAA titles like GTA V where you can certain segments such as moving you past a flight minigame if you keep failing it just so you can progress. These games are kind as they help the player complete a mission so they can go on with the story, but they also have challenge menus and achievements for the hardcore fans. These extras are hard and are optional to the game and are designed to challenging and be tackled by experts and not everyone.
Maplestory is like that already. You are already progressing through the story. If you are in Arteria, you already killed Black Mage, Kalos, Seren, Kaling, Gloom, Vhilla, Darknell etc. The bosses everyone is clearing? Think of those as rematches for those bosses via game's extra challenge menu which wasn't designed for the players who don't grow and learn with their class. Nexon already has a easy boss mode called "Story Mode" similar to how Nintendo made their games beginner friendly while offering a challenge for more competitive players in the form of extras. If you want to relive a boss fight that be played by anyone, have story bosses be replayable and offer no rewards for completion. Nexon is not rewarding players who don't put in the time and effort to build their characters and study the boss.