As I can’t create any topics I will come here to derail this one.
It makes me bit sad to see how they implemented new fractals. With level reset I would have expected a real rework with huge amount of challenge and content. Not the reduced version we got.
Instead of having a linear progression where difficulty varies a lot and people can just skip harder parts they should have added a network. Basically there should be 3 variables, base difficulty, instability type and instability strength. For example with 10 base difficulties, 10 instabilities and 5 instability strengths there would be 500 levels which is bit more than current 50.
Also they could create really hard/annoying/gimmicky instabilities because each instability type would be an own path. Difficulty progression has several options. For example completing levels could give fractal experience which would unlock higher base difficulties while stronger instabilities would get simply unlocked by doing a previous level.
Then another idea is to split up levels to maps. So instead of going in and getting random maps you could choose which one you want to play. This would eliminate random/lucky rolls, reduce time investment and allow connecting instabilities to specific maps. As this would create 4th variable merging base difficulty and instability strength might be needed for clarity.
Quick sketch to hopefully illustrate my idea better. Actual implementation would probably be quite different but not going to process it further because I know I’m just wasting my time.