Inaccurate. I stated that it would scale with the game and not be left behind.
You also completely misunderstood the concept of the star difficulty rating. It isn't something you "progress through and leave" like relic steps, it's designed for players of differing skill levels. It means that as a skilled player one doesn't need to do 1 star, they can do 3 or 4 star, have more fun, and still be progressing their relic.
It means that a player like you (please do not take offense) would likely stick with DF and 1 star to grind out your relic. Quite literally nothing would change for you. You are the majority and plenty of people would be queuing to empower their relic weapon.
The difference is I don't have to do that (like I do with current relics). I can create a party with some friends and pugs and we can jump in and tackle 3 star and have a more engaging experience based on our skill level, while still working on our relic weapon without being forced into what we generally consider mindless content.
I know you didn't respond to me specifically, but I wanted to respond to this. If you haven't read the OP please do.
There are no phases. The 1 star difficulty option is very jump in and jump out, the experience would be like a randomized dungeon tileset and enemy selection. The difficulty would be akin to doing a brand new dungeon (so say Skalla), at not max ilvl. Still trivially easy, but you can't be AFK.
My Eureka design scales indefinitely. They retune based on expected ilvl each patch and can easily scale it up to whatever is current max level.
Your list is very similar to mine (mine is instanced though and yours is open world) and mine focuses more on the enemy AI and how you have to approach them. Yours is more solo friendly, whereas I specifically chose 8 man to ensure good breadth of mechanics.What I want Eureka to be like:
- Character Perpetual Progression- The ability to get stronger and stronger
- Enemy Perpetual Difficulty- Different levels and stats for enemies, some killable for someone fresh,, and the deeper you venture they get stronger and stronger
- Zones always max level- Whatever the current max level is in the game, this zone is always that. 70 for SB, 80 for next xpac, 90 for next xpac.
- Claim system- There can be nothing semi open world and difficult, if players are allowed to outnumber enemies.
- Advanced Enemy aggro- They aggro by sight, sound, true sight, true sound, low health, magic cast,etc.
- Persistent enemy links- Enemies will link with no prejudice, if you aggro or pull a pack violating the aggro parameters.
- Enemies hit harder than ever- Grouping will allow overcoming larger groups to an extent, but it should be very easy to become overwhelmed if enough enemies link or aggro regardless of party composition.
- Enemies don't deaggro or reset- If you aggro or engage, they will engage you until you leave the zone, kill them, or get killed and their HP will not reset.
I said it above, but definitely give the OP a good read and throw some insight.