The one thing Grim Dawn is missing is a general, randomized endgame system. The shattered realm help fills that niche but a general mapping system would enhance the overall experience.
Generally, the development is there to a degree. A map would be a droppable consumable item that generates a portal to a randomized instance with a randomized final boss with randomized modifiers. Higher tier maps drop additional maps of a higher tier until the final tier is achieved (I.e. SR 80 which is effectively impossible solo) which continues the high-end gameplay loop.
While a simple explanation, I think the general idea is clear and could be expounded on to give it its own “grim dawn flair”.
The true end game of Grim Dawn is just playing the campaign in my opinion. The game is perfectly designed for that, i mean, how many games in this genre can you mention that has this cycle that feels fun and rewarding?
as far as i understood, GD can’t do actual randomness, that’s part of the issue/why even SR is as “static” as it is/you get those duplicate layouts.
So it would be the same interaction as sr, you get a map, get a “random” map out of a pool of preselected, with a fixed boss from a dozen preselected options.
i might recall wrong/or even misunderstood/mix it up with a different feedback post, but i think a grim misadventure mentioned being able to “customize” mutators for specific rewards in FoA? - someone correct me if i derped with ascension altar and someone’s feature request