I suggest a 5v5 competitive mode to fix endgame stagnation. Matches last ~30 minutes. 1. Draft Phase: Teams ban artifacts. All speed mushrooms are permanently banned automatically to keep tactical positioning. Players choose roles like Tank, Mage, or Assassin before the match to avoid selection conflicts. The system grants a completely random outstanding build (weapon, armor, bow) tailored to that class. Current talismans remain for customization. Right after class selection and random build assignment, the entire team's builds are shown to coordinate general strategy. 2. Modes: Overworld features maps stylized after classic regions with fixed daytime and stable soul economy. Sift transfers gameplay into the Sift dimension with its unique design, modifiers, and a dynamic day/night cycle controlling soul gathering. Morning/midday mean accelerated soul gathering for an aggressive push. Night drops soul accumulation to zero, forcing teams to defend under towers. Excess daytime souls can be stored in a base vat near the main tower to draw from it at night for powerful abilities during a siege. Lanes feature outer defensive towers standing further out. 3. Rewards: Standard gear is replaced by active combat skills purchased on lines. 3 extra slots are added for arena talismans. The reward for winning is chests with items featuring 3 built-in enchantments instead of two.
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