This one is a tough suggestion because I don’t know if it’s even possible with the game but the mechanical depth of the game could be greatly increased with runes that act as more than just simple button presses. Even if they’re emulating ARPGs or MMO abilities it’s not uncommon for abilities in those games to have things such as (press M5 again at proper timing to increase size of buff circle
or something similar).
For example if we theoretically could get a rune for Echo Knight’s triple sword-slam AOE attack if we could get incentivized by timing it right per slam that would add tons of combat depth to the game. A Samurai Iai parry counter as a rune is another thing in the discord that’s been mentioned where you get locked into a stance and if used as a parry & not just an attack gives like 10 extra damage. Or what if some runes lock you into casting 3 fireballs & timing the button press per fireball/projectile increased the damage? If you have a rune that sets up a attack boost up
circle as a support player with friends make it so that just pressing the rune only puts down a circle that’s like 5 ft wide, but holding it down and letting go at a precise moment can make it 10 ft wide, but if you hold it too long then it shrinks once it touches that 10ft maximum and you have to settle for less.
Add a rhythm aspect to the combat is what I’m saying.