It's pretty terrible design to have a time limited event where you have to farm Exp-esque drops everyday to level up before the event ends but then lock your progress completely behind other RNG drops with abysmally low drop rates. You either have to get insanely lucky or dedicate five hours or so every single day, grinding low level content like Ghost Park, Dimension Invasion, and Jump Quests. Otherwise, you just can't complete the event at all.
I can appreciate that they tried getting players to re-experience old, mostly irrelevant content but making the drop rates so low that the only way to get them is by doing it on a dozen characters is absolutely ridiculous.
At least let us keep collecting the 200 daily exp without leveling up, and then immediately jumping up to the appropriate level when we finally get the decorations we need after 50 exhausting attempts at old PQs. This event is just a stressful grind.
Arcane Symbols being given away as individual equipment items forces the player to have a set amount of open slots to be able to progress in the game through non-event quests. The "Unending Night" Celestial event makes this inefficiency even worse. In the final week of the event, if I wanted to take advantage of it fully, I would need twenty-four open equipment slots to be able to redeem the reward for the Vanishing Journey daily quest (7 base symbols from the reward quest, multiplied by 3 through the S rank event effect, plus an additional 3 from the Celestial event skill points). As someone who likes to hold on to event items, I don't have 24 free slots in my inventory. As a result of this, events that multiply Arcane River daily quest rewards are detrimental for me because I can't complete the quests at all. In addition to this, the event provides Nodestones for completing those dailies. My main character no longer needs Arcane Symbols but still benefits from the free Nodes. Having Symbols take up multiple slots causes another problem of wasting the player's time when trying to get rid of the unusable Symbols, being forced to drop and destroy each one individually.
The simple fix to these issues would be to replace the Arcane River quest rewards with Coupons, ones that function similarly to the Arcane Symbol Selector Coupons from events, albeit ones that only distribute Symbols from that one specific area. I.e. Completing Vanishing Journey daily quests would reward 8 Vanishing Journey Coupons that stack up to 99 in the player's Use inventory. Chu Chu Island would have its own Chu Chu Coupons and so on. The player would then be able to use the coupons at their own leisure and not worry about inventory space at all.
Every single item in my set-up inventory is Untradable.
Every major event introduces a set of new chairs, all of them untradable. My only options are to destroy the chairs that I've worked hard to achieve, hours of coin farming gone to waste, or to avoid buying the wonderful new chairs in the shops and from events.
I enjoy getting new chairs in this game. It's one of the things that keeps me coming back to the game. I can no longer get any new chairs without destroying old progress.
I beg you, Nexon, please do something, anything. Make event chairs Tradable Within The Account or make a separate, larger inventory like Mounts. Limit them in some other ways, put a purchase limit on them if you have to. I just want to have a reason to do events. Chair Bags are a temporary solution that only delays the inevitable.
There's no harm in having chairs be bound to the account instead of each character. Collecting is part of the appeal of this game, but there's a strict limit on how much you can have.
-Jett is a very simple class with no mechanics that reward certain playstyles or features that uniquely distinguish it for multiplayer. There is no actual synergy or overarching theme amongst the skills, and the v210 update simplified an already one-dimensional class while removing useful skills.
-In the context of Maplestory's other classes, its only noteworthy aspects are its good mobility (although less so with v210), good link skill, and strong Legion block.
-Due to lacking any benefit for party play (benefits that are unique to the class and cannot be supplied by any other class), it is assumed this class is designed to inflict damage in a multiplayer setting as opposed to a support role.
-There are also too many active buffs including Galactic Might, Bounty Chaser, Slipstream Suit, Bionic Resilience, Gravity Booster and Maple Warrior. With 5th job skills and decent skills, there can easily be over 9 buffs.
-Despite having high %HP from its skills, Jett is fragile due to lacking any invincibility frames or means to reduce %HP percentile damage, which is the only way bosses deal damage in relevant, high level gameplay.
-There is virtually no burst damage.
That summary list is a good place for Nexon to start in terms of balancing. So many players have done detailed overviews of Jett's issues on the forums and on the subreddit but these balancing patches barely do anything to address them. The December 2019 balancing caused more problems than it solved which makes me feel like the team in charge of Jett's balancing doesn't understand where Jett's problems lie.
That being said, I'm wary of any full revamps because pre-nerf Jett is one of my favorite characters in the game. Dashing around is fun. Having so many different mobbing options was fun. Simplicity isn't necessarily a negative point but removing options is.
Corsair, to follow up on your comparison, has plenty of damage sources but at the cost of having too much micro management. Too much clutter on my keyboard, too much moving my gaze back and forth between the game and the hotkeys to constantly check if cooldowns are off. Jett may have a lot of active buffs to deal with but it doesn't come close to the amount of obnoxious micromanagement that Corsair has to put up with because of all the short duration summons, cooldown restricted buffs, and more. If they end up remaking the character, it should not be with making the character overly complicated, especially since we already have two gun users with way too much micromanagement. Adding more damage sources would be great but please, not through summons.
People can cap dmg on Reboot already, so dmg isnt the problem. BM has like an hour timer, and Bera cleared within 30min. It's difficult but not impossible, the only limitation really is waiting for certain capable people to reach 275 due to level penalty to have solid team composition.