Small ideas

I’m thrilled with the game, but there doesn’t seem to be enough content and depth in it yet (I’m talking about endgame). While I was playing, I had a couple of thoughts.

  1. Upgrade gear. It would be nice to have more variability in leveling and builds. There is no need to break the current vision. You can add a system of skill stones that can be inserted into equipment (unique or only exalted). Each stone inside has its own small skill tree. This tree can gain experience from certain activities. For example, the Time Stone gains experience when killing mobs in a temporal sanctum. And gaining experience from other stones can be linked to monoliths, bosses, or arenas. In addition, the skills themselves must require the player’s passive skill points to be invested, otherwise it will be too OP. This will make it more meaningful to go through different content. Dungeons are great mechanics and I would like the player to have an incentive to go through them, and not just kill the final boss. The equipment skills themselves should also provide some interesting gameplay in a good way - new companions, a change in the type of damage or its scaling, new movesets.
  2. Sieges. We definitely need more activities outside of monoliths. Sieges work well in MMOs and RPGs. Based on campaign maps, you can create siege mechanics. For example, the player needs to fight off the attacking waves as part of the NPCs or his friends. Perhaps the introduction of siege weapons would also be interesting. Maybe it will look good in the form of a quest chain - you need to fight off the enemy on one map and then launch a retaliatory attack. The main thing is to give a commensurate reward at each stage so that the player does not have to “wait out” the first phases of the chain.
  3. The shelter and its grading system. It would be interesting to see something like Kingsmarch in poe. Here you can implement something like exchanging unnecessary runes, glyphs, or fragments for specific or random ones. For example, you have a blacksmith working in a shelter, you bring him shards, and in response he returns something else specific or random after the production cycle. It is better to tie this cycle to gaining experience or completing a monolith, rather than to real time.
  4. We really need an idol quality filter. Seriously.

These are just the thoughts of one person who doesn’t know which way the developers want to go. And besides, I don’t know English very well, so I apologize for the spelling oddities.