I will never do hardcore, I already think roguelikes are some of the laziest most garbage game designs out there. The thought of me losing dozens of hours because I didn't dodge one of those stupid ass kamikaze enemies once does not seem fun to me at all. Me being more careful in this is not going to make the levels past 65ish more compelling, I'll just be more careful.
No, I feel you on that.
I do think that there is potential for a roguelike to improve on the gameplay designs that we have now and make an amazing permadeath type experience, though.
A full rework of how enemies attack; they should not be extremely cheap and unable to be studied before the battle.
Like, a dungeon design where mamy of the mobs of enemies do various versions of the main bosses skills and it allows you to go... "oh shyt, okay, this is what I'm going to be dealing with. Bet" and plan accordingly.
The only areas like that are the ones with spiders in the dungeon becuase it's like, "okay, the boss is a fukking spider, clearly."
I think there should be ways to bring your charcter back from limbo or oblivion by "going through hell and back", where the area is specifically designed to be grueling and require real team work so you can find your fallen character's soul or some shyt and actually have to fight again back to the entrance of the dungeon/abyss/realm and obtain some other world items and go to some shaman or some shyt to have them revived. However, if your character dies
Make it an actual story driven thing. shyt, that actually sounds fun as fukk.