After unlocking empowered monos, the player is expected to keep growing the corruption level to get better drops and become stronger overall.
However, the only “objective” the game gives you after empowered monos is to do the Forgotten Knight quest and defeat every harbinger of every timelime. This is an issue because to do this you need to constantly jump from mono to mono, who always start at 100 corruption.
This means that for the majority of the “early endgame” you’re playing at 100 corruption, and I’m not sure if I just happened to play an overpowered build but I’m just cruising through echoes with my Smite Paladin, killing every boss in 10 seconds and being practically inmortal. And I can’t “up the challenge” if I want to work towards fighting what’s supposed to be the Pinaccle boss I’m being built up to fight.
Once I get to “high” corruption, I need to kill the harbringer and start from scratch in another timeline. It gets really tedious
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You don’t need to play at low corruption. The easiest way, if your build can handle it, is to simply raise corruption in a single timeline to 300c+, then use the corruption catchup mechanic in the rest of the monos.
This is the first time I’m hearing about the corruption catch up mechanic 
God I wish I knew this sooner, maybe I don’t know how to read lol
It might not be explicitly stated in the game, I’m not sure. It’s been a while since it was introduced and I always play legacy.
If it doesn’t, there should be a popup of some sort when you gain corruption the first time explaining about it.
Anyway, the corruption catchup mechanic is this:
When you finish an echo, if another mono has enough higher corruption (just 20c won’t do it), a special shade echo will spawn next to it (if it has enough space, in some cases it won’t) and defeating that will bring you to something like 95% of the corruption of the highest monolith.
So if you push one monolith to 500c, for example, then after the first echo in another mono you can fight the shade and get that mono corruption to something like 490c.
This means that the most efficient way to push corruption globabally is to simply push one of the monoliths (usually the one where you’re farming the strongest blessing) as high as you can and only then start switching.
I also think they could streamline the monolith timeline gameplay a bit.
My suggestion would be to open every timeline by asking the player to do the first timeline quest before the monolith reveals itself. This would act as a great narrative introduction to the timeline and serve as a good benchmark for players to know if they are able to handle the monsters at this level.
Instead of the icon of the Timeline beacon thingie in the centre of every Timeline, there could be an icon representing this introductory event in that timeline. The monolith would be empty except for this first Timeline quest that would need to be selected same as any other echo to begin the Timeline. After completing the first Timeline quest, the next time the player opens the Timeline interface, the rest of the nodes reveal themselves in the same fashion as a Beacon does. You could then keep the exact same stability requirement for the boss timeline quest and put the second timeline quest at the halfway point.
I would also think about having the second timeline quest and boss quest function similarly to Woven Echoes. I would put these Timeline Echoes at the top underneath the stability bar. These would be selectable after reaching the required stability and could be placed into the Timeline the same as any other Woven Echo. I think this fits thematically as well given the Woven Echo mechanic and could serve as a good introduction for new players to the idea of placing Echoes into a Timeline. This would also allow players to “juice” the timeline quest and boss by placing the Timeline Echo further away from the central point or place it closer to the start point to avoid difficult modifiers.