Proposed suggestions for improving the player experience in The Black Trench

Please find below my proposed suggestions for improving the player experience in The Black Trench:
Level Scaling Proposal:

• First half of The Black Trench (up to the mini-boss resembling the one from [Within Our Walls] and getting the key ): Level 8

• Second half (going through the door using the key to start obtaining the lever handle and Darak fight): Level 15

This mirrors the level design already successfully implemented in The Breach within The Nameless Pass. There, players encounter a natural progression roadblock once they reach the quary — one that either denies access or delivers a harsh lesson through overwhelming difficulty. This clearly communicates: “You are not ready.”

The same principle can be applied to The Black Trench. The lift in the Pass serves as a hard barrier; here, the locked door dividing the two halves of the dungeon can function similarly. Once past that door, the tone shifts — the enemy difficulty spikes and the environment feels more oppressive. It would make sense, both thematically and mechanically, for this point to mark a new challenge tier.

Why this works:

• It provides a natural and intuitive progression break.

• It teaches players the value of leveling and gearing up, without relying on UI prompts.

• It enhances immersion by reinforcing the idea that the world itself is dangerous and respects no shortcuts.