One thing I'd love to see in FL is more dangerous environments.
For example, fall rooms have been completely negated by fly and were not that dangerous in any case. I'd like to see fall rooms that are so high fly does not matter. If you fall off the cliff, your dead.
I would also like to see burning rooms and drowning rooms.
In the Volcano there are portal rooms that have scratching pain. However, I think rooms that have you walk on coal and rooms that have transient blasts of lava would be good.
I also think there could be dungeons that are so deep you take drowning damage.
When lightning strikes, it just might strike you.
When its raining, you might slip and storm Giants get bonuses.
Things like that.
This is a call for active as opposed to passive environmental immersion.
While I am intrigued by this Idea. I wonder just how long it would take to change things so dramatically. Even if the build of such an Idea were to only have limited in game applications, such as an application of extreme danger and increased fatalities caused to this area as a new Breaker skill. JK. Nexus skill. Heh. Like the Idea, just wondering how it gets applied in a newbie friendly way.