Originally Posted by
Angelus_dead
Following are some specific suggestions along that line:
1. Longer duration on ice wands, more charges.
2. Ice balls have an obvious melting animation as a warning of when to jump.
3. The ice tunnel is more complex and fun, including forks, monsters attacking you, and places where you can stop on a side platform to do things like disarming traps ahead of you.
4. Back in the main room, ice balls can be cast on the floor, where they create a slush puddle. Characters standing in a slush puddle take 50% less fire damage, applied after all other reductions. (Heck, they can take +50% cold damage too)
5. Asteroids are visible from further away, and approach from a narrower field of attack, including none coming from directly above or below.
6. There is no knockback from asteroid hits. Instead, each one deals AOE hitpoint damage and destroys 20% of your pillar platform.
7. Several invisible but non-changing tiles are added to various points in the phase chasm, where the runner can stop and re-orient himself for more instructions.
8. Some hovering monsters will chase and attack the runner as he goes.
9. After both phase tile players have completed their runs, they are joined together where they must pass three more chasms. The first is beta-phase, the second alpha-phase, and the third a mix. These chasms are done by the players directly following the other character's body. They are stacked on top of each other, so that falling through the 2nd or 3rd will probably mean you land on a lower tile and can walk back up to try again, instead of falling to death.
10. The Phase Wraiths become more powerful, and gain a 10-second "bewildering blow", but they can be easily killed by anyone with goggles.
11. All special in-raid items are drop-on-death, drop-on-exit, and tradable.
12. The Abbot regains his Flesh To Stone attack. However, it grants immunity to Horrid Wilting, Negative energy, fear effects, and other things that shouldn't hurt rocks.
13. The Abbot regains mummy-spawning on all difficulties, but it won't effect Warforged or characters under Spawn Screen.
14. Mantle of Invulnerability can be dispelled. (In this case, the Abbot should also gain Resist Fire or Prot Fire)
15. Inflicting enough DPS on the healed Abbot will trigger a script to bring him down from his perch before the 5-minute timer expires.
16. A second chest in the main room.
17. If all challenges are beaten, a 3rd chest.
I could go beyond that and make even more suggestions, but that would mean diverging from simply fixing what's broke, and get into creating new gameplay aspects.