I propose a new difficulty mode called Ultra Elite. The Ultra Elite difficulty would be unlocked to a player once the play beats that rank (for instance 8-4, not rank 8), with all ACCESSIBLE missions on Elite Difficulty (for instance, Hall of Heroes and the pet choosing mission are not included), all missions before the player reaches haven cannot be done on this difficulty. Ultra Elite Difficulty does the following (all stats are based of the elite difficulty for percentages and drops).
1: Completely removes the following hud items: Pickup Menu, Character Portrait, Health Bar, Shield Bar, Auto-Map.
2: Removes the emergency revive.
3: The low health hud flash is more noticeable, and cannot be disabled.
4: All enemies are affected in the following ways: 50% increase to attack speed, damage, and health. Healers heal at a much faster the rate, 25% increase to ranged attack distance. Enemy movement speed is increased by 25% (does NOT affect Devlites, and healers), and status effects deal less damage/last less time.
5: All players are affected in the following, a -medium uv (ASD, CTI, and damage decrease, ETC...) in the following stats, charge time, damage, attack speed, and movement speed. Battle sprite cooldowns are increased by 5 seconds, swapping weapons, or raising and lowering your shield is significantly (about 50%) longer (ASI WILL speed this up), players can carry 1 less of each pickup EXCEPT remedy capsules (2 instead of 3), invincibility frames are removed, status effects dealt to players last 3-5 seconds longer.
6: Health, vitapods, and pills drop less frequently, pills are less effective, and vitapods have less of a health bonus.
7: Spikes deal stun status as well as damage, all wisps and shankles are immune to damage.
8: All minerals, tokens (except boss tokens, although the chance of finding extra tokens is more common), materials (except shadow lair materials), are dropped in double quantity.
9: Rarities, crowns, and heat are found in larger quantities (6 instead of 3 for fire crystals, 2 instead of 1 for sparks, orbs are not affected), and rarities are more common.
10: All bosses are temporarily immune to damage upon taking damage.
11: Health Spawn Pads are removed (EXCEPT at fights).
This difficulty is designed for players who are looking for an increased challenge, as enemies are more dangerous, and overall you are quite a bit weaker. Every hit is designed to hurt on this difficulty, and teamwork is more vital.
I would like more movesets for the AI, but I do not have any experience in programming.