First of all all the endgame is “recycleable” and that is super bad decision… Don’t make everything always on, and don’t make everything self-sufficient, make the baseline game (the one that already works) baseline, keep it that way, works
Secondly, I’m still on my thoughts that more special types of elite encounters and events is the way to go
Not the “big” features like HT, Horde, Pit, e.t.c., just you know - small events here and there that people can encounter and get something cool (not necessarily super strong, something cool)
In other words don’t dial it up to 11 just because it’s possible, when you dial it up to 11 then 2 problems inevitably occur
- Rest of the game starts looking bad (for some)
- Looks insufficient by itself when the only way to get more of that kind of experience is - to redo it over
In addition to that the “crafting” still is bad. Temper rolls albeit bricking stuff I’d argue are fine, the problem is MW. MW as a system is super duper extremely bad system - and simply has to go
However, it would have better if say 15-20% of item drops were temperable. Just my personal opinion, combine best of both worlds, not a complete redo, make the Temperable moment feel “special” for the player, not something to constantly redo
I also think NMDs need better monster augmentations (not the “Increased Health” BS popping up over and over), reduce potency of that, reduce DPS, and then think and add some more
Dial down the “endgame” to make it more comparable to the rest of the game, think of ways to “incorporate” the endgame into the baseline rather than make it something entirely different
Introduce events that are surprising and when completed - somewhat specializing/personalizing in terms of rewards (instead of just increasing numbers of what you already got)