This is very much the philosophy I’m taking in designing the world of Zenith. Here’s an excerpt from my design document detailing my theory for enemies (sans Nemeses, `cause I have a special plan for them):
Infrequents would be somewhat stronger versions of the infrequents we have now.
Heroes are also essentially what we have now.
Unique heroes would be stuff like Ilgorr, the Eternal or Loxmere, the Nightmage, or the Shade of Elnadrin. Ilgorr is considered a boss in the main game but he doesn’t feel like it.
Bosses would be Kilrian, Salazar, or Gutworm sort of enemies.
‘Overlords’ would essentially be Alkamos or Shar’zul.[/spoiler]
I wanted to make the Overworld of Zenith sparsely populated but dotted with tougher, hand-designed enemies to make general quest progression feel like an investment, to make the journey hold greater weight behind it. Also because lore reasons; if I can populate the overworld primarily with named enemies and relate them to each other, I can tell a much greater story of the events that transpired in the area. On the other hand, I wanted to make side-dungeons speedy and quick, though nonetheless difficult, and thus be where the brunt of dense mobpacks are.
I’ve more or less outlined my intended solution to endgame here:
I don’t think endgame should be perpetual, i.e., D3. Because then you never give players a sense of accomplishment and instead just have them continuously incrementing numbers that have absurdly minimal impact on a character. But I do think endgame should be as repeatable as players care to make it, and I would want the journey to endgame to be worth repeating as well.
It’s my philosophy that if there is any content that isn’t fun in a product, then that content may as well be struck from the product, as it serves no meaningful purpose.