1. Endgame
1.a
We need 8 additional Fallen-WL-Slots for the endgame. Seriously.
1.b
Not the first one who cleans it gets the 10k orbs + t3 item but the one who first collects 50 Eternal Energy.
2. Soul Energy
2.a
Reduce the Soul Energy cost for amulet charges and war runes. Where is the harm if we can afford more dungeon charges? And for example right now I'm the one with the second most kills on the entire server and the server is basically over and I have 2 warlords who have 3xcapacity. None has morale and they all only have 1x speed. So... the cost really can get reduced.
2.b
War runes still are too weak and also because of the steep price the difference in what a good player can afford and what a medium player can afford is not so different. Both those reasons make it so that soul energy has nearly zero impact on the game.
=> Make war runes stronger (that having them or not makes a bigger difference)
=> Add additional war runes (for example the warlords ability gets boosted by 20/30/40% per level)
2.c
Add additional "things" that need Soul Energy. For example high level mines. Balance it in a way that you cannot improve your production without having a war to generate the needed SE first.
3. Warlords
Allow for more customization. And I don't propose an auction-house with that. I mean.. Let them earn XP that makes them level up. Or require res-donations into certain warlords to unlock further abilities. Give the players stuff to choose from. It gets boring fast if everyone is running around with the same warlords who have the same war runes from Island3 onwards for 6 weeks.
4. Dungeon
Whenever you find an item in the dungeon, you can choose between 3 different items. That will reduce the frustration a lot and will also reduce the luck required. It is outrageous that my Aphaca - the strongest freaking elven WL equipped with the best and most expensive units possible - is wearing a tier1 art-weapon. That annoys me every single day anew. Holy shit is that annoying. And depressive.
5. Masterypoints
Add maple-masterypoints. You get one point every 10 levels and their skill tree actually matters and is able to customize your account. There have to be multiple EQUAL pathways. It's boring that everyone is skilling the same because there is one clear way that is superior. Also those maple-masterypoints are not resettable. You are stuck with them so choose wisely.
6. Quests
Make them more meaningful even for the mid- and endgame. Seriously guys, that takes 1 week and you have done it. It feels completely unprofessional if you get 100k 100k 100k as a super endgame-reward. Surely you can do better than that.
7. Realm-internal-item-trading
Not high on my personal priority list but I cannot imagine anyone not wanting that. It only has benefits. It encourages team-play, it promotes a healthy realm-atmosphere and it is fun. But it doesn't solve one of the more frustrating problems, so not high in my priority list as I said before.
8. PVP
Make it more tactical. Right now it is basically merely grinding. You have 30m WP, your opponent has 30m WP, so if he doesn't attack like a clown he will kill you roughly the same amount of WP he loses himself. You need to actively play bad or be significantly lower level to lose noticeable more than the realm you attack. It lacks subtlety / finesse. An "easy" solution would probably be to bump up the bonus to 150% instead of 50%. Apart from that, more customization might also help.
9. Item-balancing
9.a
Too many items are utter trash and never used. Try to balance them better.
9.b
You could add some more items, with cool effects. Shackles for example (HOMAM III) that have the effect that the WL who has them and the one he fights against always fight until one WL has 0 morale left.
Or ... how is that item called, that if equipped it masks your WL? Could be two items, one to make the WL seem to appear to be a different one and another item could change the units that are displayed (but not the FS)
Also possible is a "set", so you need to have helmet, armour and boots of the set for it to take effect. Admittedly that increases the RNG factor again, but if you before changed it that you can choose between 3 items (number 4) it should be fine.
10. New / exclusive buildings
For example there are 4 buildings available, but you can only build and upgrade one of it. (You can demolish and build another one if you have the res for it)
Building 1: Increases overall slot sizes of your WLs
Building 2: Increases overall speed of all your WLs
Building 3: Increases overall FS of all your WLs
Building 4: (fools artefact) the bonus changes randomly every 24 hours (Slot/Speed/FS)
=> That leads to more teamwork and at least some customization.
11. More strategic points on the map worth fighting over
12. Make Ark-Power more meaningful.
First of all PVP must generate ark power and then you need to add the feature, that depending on where you are in the ranking you get a different bonus.
For example:
#1 in Ark Power gives you 2 additional WLs
#2 in Ark Power gives you 1 additional WL
#3-#5 increases the acc-res-production by 20%
#6-#10 gives all your units an additional 50% bonus against goblins
etc etc
That way people might actually start to care where they are in terms of Ark-Power-Ranking and if you include a mechanism to directly influence those Rankings, you add a cool, new feature.
13. TG
Change the TG to a battle-simulator. That way noobs (and experienced) players can actually start figuring combat-related stuff out.
14. Kills-Ranking
That every kill is worth the same doesn't make sense. Needs to be differentiated better.
15. Battle-reports
Show at the end of the Battle-report how many resources and time both sides have lost. Not just the FP. Seriously, that is such a basic thing to do...
And if you are at it, make battle-reports "shareable".