The Blade And Soul Best Fantasy Ever

Blade and Soul works. No crash at startup. No random Blade And Soul Gold crashes in game. For razer users and non razer users alike. There are near to no gold spammers, and people don’t get banned for trying to make their characters look better with in game shop purchases. To top it all off, no Gameguard. By the power of divine intervention, Gameguard was eradicated and we all lived our lives happy.
The End.

Is there any link for Crafting guide showing:

-What level can we start crafting? on which city?

-Do we need to choose what do we want to craft? list…

-Needed Mats..

yeah I’m noob…no need to mention…

If your not here to help, go away. =P

’cause I most likely will make more, but for now it’s just one.


Also dear lord I hope this forum has a re-sizing feature, I always do big resolution doodles because of reasons.


This one’s my Lyn force master – TomatoRice from Iksanum (did I write that name right?)


I mite draw other’s chars if they sparkle me with enough interest, I’m a fan of ridiculous (not ugly, just… silly) so if you got one that fits that criteria you can post a good shot of him here and I might draw him/her.

Liked your draw! The eyes are a little bit weird, but its cute.
I think of my white cat with blue eyes, he is cockeyed, so cute!❤

I know he isnt beautiful, but i really love my little Lyn.




the great thing about Blase and soul is that you do have a sense of progression

The game mechanics are great adn the combat is very enjoyable and on top of that the fan service is great in game! I do enjoy the Blade And Soul Gold dugeons, etc of all lvls. This is the 3rd client i play (Japan, RU) so for me im kinda bored of the story. However by no means this is a “next gen” since a lot of the concepts are pretty dated for a MMO! kill 15 of these, etc the crafting system is pretty simple, wardrobe is NOT account bound. You dont have shared banks and you have to mail in stuff between character! The daily dash once you reach your goal then it just stops and you have to wait until next month for a new one!

Also for Pvp you must be lvl 45. Is true a lvl 20 could and i emphasize “COULD” beat a lvl 45 but that must of been a really bad player and noob to begin with but its possible. But by no means i would suggest you to doPvP until you are max lvl and had experimented with your class learn the combos, movements, etc.

Weather you like it or not do you will put yourself for some Open world Blade & Soul Items Pvp like factions where you need crystal to upgrade your weapon and soul shields. So you cannot completely scape Pvp in that sense. Again the great thing about Blase and soul is that you do have a sense of progression and the stats in game actually make a difference.

Pocket MapleStory SEA Begins Hunt for Founding Players

Pocket MapleStory SEA kick-starts a search for founding Cheap MapleStory Mesos SEA players through a friend-finding webpage today.

Today, PlayPark launches the “Find Maple Friend” campaign to commemorate MapleStory SEA’s ten-year-history with players. Via the platform, Pocket MapleStory SEA hopes to get in touch with the pioneer batch of MapleStory SEA players who were featured on The New Paper in 2005 and awarded the “Mark of Beta” – a symbolic in-game bandanna acknowledging beta participants. Players can also look for their past guilds and in-game friends from a simple shout-out on the notice board at the “Find Maple Friend” page.

PlayPark, publisher of the Pocket MapleStory SEA, wishes to reconnect with players of the long-standing MMORPG franchise at an upcoming invite-only event by Pocket MapleStory SEA in early 2016.

In a recent survey, players quoted that the top reason for playing MapleStory SEA was because of the game’s strong community. Friendships and camaraderie forged during gameplay and continuous updates are key contributing factors to the success of the game which joins the elite list of games “10 and still going strong” this year.

“I left MapleStory before Facebook was common,” said ex-gamemaster, GMAHangman. “I would definitely like to catch up with my old pals and revisit the good times with them in Pocket Maple(Story SEA).”

Pocket MapleStory SEA is the mobile adaptation of the PC game, MapleStory SEA. It features single-player adventure modes, party raids and new quests only available in Pocket MapleStory SEA. The Southeast Asia version will be available for players in Singapore, Malaysia, Philippines and Thailand in 2016.

Players will receive rewards upon launch when they sign up at newly released preregistration page for the anticipated mobile release.

What exactly is “pay to win” in Maplestory, anyways?

Recently, I noticed in some threads that some people discussing this, and some people even trying to Cheap MapleStory Mesos claim that there is nothing that you can really “win” in Maplestory. Gaming by nature presents a challenge with a set of goals to be achieved and when you reach them, you are winning something personally, right?

I always considered winning in this particular game a number of different things, such as being able to defeat certain bosses, accumulating maximum mesos, achieving a certain number of titles, collecting all of a set of equipment, cards, things like that. All small victories that I would consider winning on one level or another.

When you pay cash money for an advantage or a shortcut toward such a “win”, isn’t that paying to win?

Any one have some more elaborate thoughts on this subject? Just curious to see what some of you folks have to say about this, especially those of you who claim there is nothing to be won in this game.

There are plenty of menus to navigate and some are less intuitive than others

There are plenty of menus to navigate and some are less intuitive than others, due to the simple fact that so much information is being displayed on such a tiny screen, when compared to the real MapleStory Mesos experience. If you’re a diehard MapleStory fan, that can accept the fact that you’ll need to start over from scratch to play MapleStory Live, by all means try out the free version of the game (which is lacking even more menus and features that are available if you choose to pay for an upgrade). If, however, you’re a more casual mobile gamer, there’s simply too much clutter here to make the game recommendable.

The Marketplace & Accruing Gold

Okay so I will open saying this is the subject that originally inspired me to Blade & Soul Gold make this post. With that being said, I don’t know how much I will actually end up putting in here, but I’ll be going over my biggest gripes with these systems.

o Having only ten posts a day on the Marketplace as a Premium user is atrocious. I’m just saying it outright that it’s absurd. I can understand limiting the freemium users being as how if you didn’t you’d have a bunch of people purposefully taking the market value of everything, but people who paid for premium are committed to getting their monies worth, and limiting us/them to ten posts a day is borderline insulting. It feels like I am paying a monthly fee but not getting any monthly benefits.
***This one is simple. Just allow Premium users to post as much as they want per day. The reason behind this is tied to another subject I am going to talk about, so I’ll just end this suggestion here.

o The end-game of Blade and Soul is really where the “Korean Grinder” comes into fruition in my opinion. Although it is always a good choice to allow players to do dailies to accrue currency, the amount received from a full string of dailies is simply not enough. A lot of the items needed to breakthrough your top-tier items, with the current daily system, means you have to do dailies constantly for almost a month straight to afford to breakthrough one item, not to mention needing money for other things such as tradeskill plans and the like.
***I think dailies all across the board should have their currency rewards scale at max level. Say you are level forty-three and you do a string of dailies. That would give you your standard thirty-six to forty-four silver, but when you hit the level cap, which is currently forty-five, it jumps up to an even gold piece. And then dailies in the lower zones would scale up to what the current currency reward is right now, scaling down for the lower level zone. For example, a Misty Woods quest at max level would net you a flat one gold piece, but a at max level a daily in say Jadesong Village’s outskirts would net you roughly twenty silver. This would encourage players to go back to zones they have abandoned due to level being as how the money would be too good to ignore going back there. It would also help keep those lower level zones once the game hits its population peak from becoming ghost towns, which in turn would mean there’s almost always going to be someone there to help low level players do field-boss quests and low-level dungeon quests because both the low level and max level players will get something worthwhile from it. The leveling character will get his/her experience, while the max level will get his so-desperately-needed money.

o This is basically going to be an amalgamation of both previous subjects. Only having ten posts a day as a Premium user and the marginal at best rewards Blade And Soul Power leveling from dailies really limits how players can get money. The name of the game in the North American region is options. Once again, I don’t know how it works in Korea, but in the North American region players like to have multiple options to achieve the same goal. Questing or grinding. Marketplace or dailies. So on and so forth.
***Remove the ten a day limit from the Marketplace for Premium users so that people have the option to either do dailies to get their money or work the Marketplace, which is sometimes an all-day chore in and of itself. Like I said, the NA crowd likes having options. With the way the current system is, there aren’t any to really speak of.

skills should be designed such that any skill available

I’m also against game difficulty due to Buy Blade And Soul Gold  interface/mechanics. (Which is what I think you’re calling arbitrary difficulty), however I’m not sure it applies in this case.

Less buttons = easier. I’m sorry, Only having to worry about ~10 keys is far easier than the veritable dozens some other games require. So, again, have to disagree.

Admittedly, I’m not all that familiar with the whole stance concept. I haven’t gotten terribly far into the game. For as far as I’ve gotten, only my Force Master and Blade master really have what I’d call “stances”. (and at least so far, my blade masters “stance” only lasts for a short time, and only has 1 or maybe 2 skills she can use while in it, though I suspect that changes?). My Kung Fu Master, Assassin, and Destroyer don’t really have what I would call “stances” that you toggle between, at least not yet. The Kung fu can just grapple (for a bit), The assassin (like most rogues) can stealth (for a bit), and the destroyer can grab (for a bit) For the most part they’re more like just moves in a combo chain. Many fighting games actually have things like that.

The only character I have that has an absolute definite “stance” (so far) is the force master. Entering either the ice stance or the fire stance, pretty much at will. Each with a full and completely independent set of abilities. And I have to admit, to me the force master seems like a fairly lame afterthought, that doesn’t really work that well with the games mechanics.

Note: The one thing I will agree with is the cooldowns. I’d be inclined to argue that the skills should be designed such that any skill available in a subposition should always be off cooldown whenever you enter the subposition. Whether the act of entering the subposition clears it, or the cooldown for the “enter” skill is shorter than the cooldown for the “in subposition” skill.

Also, skills that have a “proactive” condition requirement (such as Destroyers grab) that can be self triggered in multiple ways, should have some UI treatment that lets you Cheap Blade And Soul Gold know what their cooldown is