Those are select lines you want after you roll, this would be deselect possible line outcomes before you roll and could be implemented for Heroic as an end game option for min-maxing.
Wonders what happens to the eliminated choices. Is it suppose to be thinning the pool or would they be "empty." How many can you eliminate using the UI?
I am a monster collector and i got 1000+ of the 1300ish collectable monster. When I use a monsterblom, i have a high chance of scoring a Substantial Box due to having many monsters already registered versus my other accounts which pretty much register monsters since they pretty much have nothing collecting. The odds of you registering something decreases as you have more registered as the registered monsters aren't removed so you aren't drawing from a 300 monster pool. I wonder if SUPER cubes will run into the issue where the potential results remain the same or would the pool actually shrink. Even if the SUPER cubes allowed the pool shrink, players would blacklist the heaviest bulk of junk lines rather than a stat since stats usually only have 2 numbers (12 and 9 for CRA and 13 and 10 for things above) while junk lines have a huge number of possible values, so it would just lead to universal shrunken pool of results for players regardless of class.
Here is a story now how endgame lines are created efficiently in reg server.
The current situation for pots is fine in reg for certain items, but it is BPOT that is harder. Since it is a trade server, players tend to roll high for anything and sell/trade it off instead of being hyper focused looking for their stat. So there is not really a thing as a "wrong stat" since its an accessory and its usually universal. Most of these random high accessories are made using just Glowing Cubes because we are willing to settle for 3 lines of a single stat as it is pretty easy already. It has gotten easy that we swapped the priority and flip 3L bpots items instead due to how easy it is get 3L BPOT for a class that isn't yours versus getting it for yourself. Part of the reason we go BPOT first because it is so hard to perfect for yourself but easier when you 3L anything due to Bonus Glowing Cubes always being available. So most whales buy perfected BPOT items due to how random it is and finish off the reg pot.
Armor/Weapons still remains to be harder as they are job based. LUK% Warrior, STR% Mage, don't exist and is hopeless even in a server with a market. A 3L LUK% BPOT/MPOT Eternal Warrior Pants will not find a customer, but if it were on a Pitched, it would get a lot of offers even if the main pot is utter trash due to it not being for a specific class. Armor doesn't get traded around because only thing accepted is high stat for that job and most jobs don't use other stat. The only job groups that really do trades is Pirates who do DEX <-> STR with occasionally ALL STAT for Xenon (Xenon trades for LUK<-> ALL% also exist), DAs with other Warriors who would do HP<->STR. A common job locked armor that gets traded are Hats because some classes benefit more from -4 seconds than 30% stat. o its possible for a DB to trade off their LUK% hat to a NL who rolled CDR (the DB will pay the difference.)
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
Get more chairs: About a third of us had to stand. Even if we got a seat, a pillar blocked the way.
The lines were a mess: The merch line, claw machine line and character card line all interested and they were not lines. Each were a funnel so it was a sea of people. Half of the time I forgot why I was behind someone.
More complains from other attendees that I didn't quite get. The biggest limiting factor was the venue not housing us safely and it impacted the viewing experience. The performances and guest of honor made up for it as well as the rewards and the path GMS is taking (Ride of Die doesn't have enough info but sounds interesting and the fams is something we wanted.)