Improving Retention for Casual Players

Hi, currently your game has issues below that decreases retention for casual people:

Araskar or whatever island at Act 4 should be redesigned. Explore the island quest sometimes do not complete and it is just a complicating island for casuals since they enter it and leave but until now, every map had something to do in it.

Sacrifical Heart item stays in player inventory until act 4 final or even worse. This quest should be changed, people sometimes do not stab it.

Idol side quest that gives gold should be removed. It is so bad, complicated that it can even effect gamers. Staying in inventory for many maps causing confusion for casuals since time portal does not have that npc for gamers, and for casuals since they don't fucking read how to turn them in, waiting for some random dialogue.

Some support gems can only get socketed after unique support gems. So when these people follow their builds without any knowledge, they do not know how their socketed it, becoming frustrated. It is just a hard to fix issue, which is their skill issue.

Also don't know why you did this, but league 1 had very nice, really hard bosses (or maybe since i was playing titan). Now they all are easy asf. Make them balanced again. Except for act 2 final boss, the snake amazon arena guy etc.
Last bumped on Feb 7, 2026, 2:26:26 PM
Also yea, they dont do temple thing since from their perception its just weird, time consuming thing. They just take the chest and do not even enter the portal after some point.
Reposting from a similar topic:
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LeFlesh#9979 wrote:

The GGG devs have stated in interviews that their priority isn't long-term player retention, but rather league population - primarily within the first 2 week window of a league's launch.

Judging from that, one can reasonably assume any design choices they make will be in the interests of promoting league and disincentizing Standard play. They view the two modes as a Zero-Sum Game.

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