The game indeed needs a proper challenging endgame
But I doubt the solution is to go for more areas
But rather empower existing ones and have control over it and reward effort
Like making The monsters harder and harder the more cleared the game is
They gain mlvl up to 85
And also gain life, dmg, resistances, xp and no loot … not Mf
Then you can special areas that can be open through cube recipe but only at a certain %game cleared threshold
Ie:
- cube something in harrogath corner at 75% to face Bul Kathos revived by nilatak
- cube something near the tainted glasses of act 4 at 85% to turn it into a portal that leads to Diablo 1 hell architecture map filled with sucubus and doom knights
- cube something in town with at least 95% game cleared to turn all remaining monsters into clones of bosses (boss mod)
——————
The first part of this endgame concept takes pretty much no dev effort… it’s just reusing an improved version of playercount mechanic