Hard difficulty gives players nothing but a slightly longer fight - give players a boosted something if toggle is on
More boss encounters/rework - maybe have them spawn at the end of EVERY ambush, maybe throw them around randomly with a difficulty modifier, personally feels like bosses are few and far between unless you specifically resummon them for the repeat quest, favorite parts of this game, and the 1st, are the boss fights
Enemy variety too small - make the soul enemies more common with later milestones or difficulties, give us more variety to their effects, give us more enemies in general
Better and more scaling with more rewards - 1st game did it just fine in my opinion, import Dungeons 1 scaling with some tweaks or tweak current for better longevity and fun, not enough strong enemies to test or have fun with builds at power 149 + HARD DIFFICULTY
Practically infinite currency cap - past power 149 you only need shards to reroll and enchant points for more builds to swap to, emeralds are effectively useless once you hit the milestone
Soulstorms too few, too short, too weak - 1 around every hour to half-hour, only 3 objectives which each last ~0 - 1.5 minutes on HARD DIFFICULTY, soulstorms take ~3 minutes on average to complete with any artifact or melee build on said difficulty. With a full looting build before opening any chest, ~3 - 9 drops. I suggest make them more frequent somehow, or make them worth the wait. At level 100 and power level ~150, only fun left is soulstorm
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