Suggestions for the Future of Endgame Content—Hope These Are Good Ideas

All the following suggestions are interconnected. I believe they can create a closed-loop system linking various elements in the Atlas.

1. Stelae
Design each map point with four stela slots: one main slot and three secondary slots. The main stela can define the theme of the point, such as ensuring Abyss or Ritual encounters, and this stela only rolls modifiers related to the chosen theme.
Secondary stelae can only be placed to add modifiers. They cannot define the point's theme but come with four random modifiers that may enhance any theme. These secondary stelae can drop randomly in maps, similar to Scout Stelae, giving otherwise useless Scout Stelae a purpose.
2. Towers
Capturing a Tower will reveal the original themes of map points within its range on the Atlas. For example, a point might inherently have Ritual or Delirium as its theme. If a point already has a theme, the main stela from Suggestion 1 can further enhance it, increasing its modifiers by XX%.
After capturing a Tower, all surrounding map points become directly accessible, similar to the effect of The Grand Project. Some of these points feature thematic mechanics, while others serve only a "charging" function. What is "charging"? In maps without themes, killing elite monsters charges the intensity of nearby thematic map points. The type of enhancement provided by killing elites is random, encouraging players to extensively clear blank maps and their elite monsters, preventing the Atlas from becoming cluttered with wasted points.
3. Ritual, Delirium, Breach, Temple
Killing elite monsters in blank map points can enhance the intensity and loot of these mechanics, with a set cap to prevent excessive scaling. Once the intensity approaches the cap, players can engage with the thematic content for substantial rewards.
Specifically regarding the Temple: it's actually a very engaging mechanic, but its issue lies in being infinitely farmable. Next version could impose a cap, such as forcing the Temple to fully collapse after opening it 200 times. Charging the Temple would still rely on killing elite monsters in nearby blank maps.
4. Flame Peak
In the current version, players have to traverse numerous maps to find Flame Peak Key Fragments, resulting in a cluttered Atlas full of wasted points. I know you've designed a mechanic to ensure players eventually find the fragments, but why not make it more straightforward? Let's bring it back to the Atlas itself. After completing a certain number of Atlas points, any map has a chance to become one that drops Flame Peak Fragments. Players can then tackle the boss in that map to obtain the fragment. Once acquired, the chance resets to zero.

Many details remain unmentioned, but I'd be happy to elaborate if you're interested. However, if you feel these suggestions are pointless, then there's no need for me to have typed so much...
All text was translated into English via AI—hopefully, it's accurate and understandable.
Last bumped on Jan 16, 2026, 3:07:53 AM

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