What's something the Devs could do to help with Player Retention?

I'm just curious to know what the community thinks that would keep people playing the leagues past, oh I don't know the first month or two?

Keepers for example started with around 180k people playing (steam numbers being used here) and float at around 8k people a day now.

*****I don't know if they're counting people using the standalone client, I would assume not******

Either way, the retention can be felt in the economy and leaves almost no real incentive to continue playing trade league after the first month or two when everyone leaves.

Is it a loot problem? People getting bored? I'm not sure.
Last bumped on Jan 10, 2026, 1:40:07 PM
Hi, There!

TLDR: Grind + Time = Player reduction

My opinion here, but it may be several factors you listed that added together results in lower player-base. While some will say "bad league" or "no loot", etc.. I think the basic issue is: boredom!

Let me explain my feeble thoughts here: Many of the recent leagues have been okay-to-mid to a certain extent. I have enjoyed the last few leagues to be honest, but after 30+ days of grinding out gear, trading, mapping, bossing the end game loop gets a bit stale.

You can argue "juicing" will add extra flavor which I would agree, but then you have to consider limitations of your character you built (i.e., can it run no-reflect or no-regen). If I'm correct, I believe Chris Wilson a while back said something about this when describing the 3-month league cycle.

You can argue "rolling a new character" will add new excitement into the game which I would also agree, but then again you have to consider budget and time. I rolled 5 characters this league (all over 92+) and had fun doing it. Some people hate the grind through the campaign but to be honest, going through the campaign the second or third time might take about 3-5 hours depending on your aptitude / skill / gear with the game.

What you identified is nothing new as each league spikes and falls over time (generally a good league will last about 45 to 60 days) and drop off either gradually or sharply. If the league is good (i.e., strong mechanics) then the drop off will fall more gradually. Also, something to consider, is if other games are being released in the same proximity as the new league. While I used to be an avid gamer, I couldn't tell you which new game came out recently, but you have to consider it as an influence to player retention.

Thanks,
Seebeu
"
Seebeu#0209 wrote:
Hi, There!

TLDR: Grind + Time = Player reduction

My opinion here, but it may be several factors you listed that added together results in lower player-base. While some will say "bad league" or "no loot", etc.. I think the basic issue is: boredom!

Let me explain my feeble thoughts here: Many of the recent leagues have been okay-to-mid to a certain extent. I have enjoyed the last few leagues to be honest, but after 30+ days of grinding out gear, trading, mapping, bossing the end game loop gets a bit stale.

You can argue "juicing" will add extra flavor which I would agree, but then you have to consider limitations of your character you built (i.e., can it run no-reflect or no-regen). If I'm correct, I believe Chris Wilson a while back said something about this when describing the 3-month league cycle.

You can argue "rolling a new character" will add new excitement into the game which I would also agree, but then again you have to consider budget and time. I rolled 5 characters this league (all over 92+) and had fun doing it. Some people hate the grind through the campaign but to be honest, going through the campaign the second or third time might take about 3-5 hours depending on your aptitude / skill / gear with the game.

What you identified is nothing new as each league spikes and falls over time (generally a good league will last about 45 to 60 days) and drop off either gradually or sharply. If the league is good (i.e., strong mechanics) then the drop off will fall more gradually. Also, something to consider, is if other games are being released in the same proximity as the new league. While I used to be an avid gamer, I couldn't tell you which new game came out recently, but you have to consider it as an influence to player retention.

Thanks,
Seebeu


Thank you Seebeu for the well thought out reply. Definitely a lot to think about! What is something that keeps you playing after the people start saying "dead league" in global chat?
Great question!

I just ignore the doomsayers and play the game how I feel is most fun. Generally I don't crews here on the forums, but when a post starts out with "OMG..GG.. Y U BAD" type communication, I simply move on. Don't get wrapped up in the drama :)

I also might look through Youtube to see if any new things have been discovered (i.e., strats) to try via the mapping device. However, since this league has been out for a while now, newer strats are far and few between.

:)

More stable optimization on the game
Less resources to the other game
Less endgame nerf to strat
Less baseline loot nerf
Less quant/rarity nerf
more balanced bloodlines and not just straight up worse phrecia harbinger ascendencies.
"Parade your victories, hide your defeats. Mortals are so insecure."

Take me back when poe was the actual focus.
Sorry.. I forgot to add my "solution" to your original question LOL..

Here it is:

1) Remove lower tier mod rolls on item level 84+
rationale: I see some people noting that items dropped during end game are useless and I tend to agree. Nothing more irritating than to get a good base item with very good rolled mods only to see that infamous tier 11 resistance

2) For the hardnosed players: Have a mode where pinnacle bosses share abilities
rationale: How fun would it be to go fight the Baron and have to also be weary of Shaper beams or Sirus' death lazorz! Loot can be adjusted to have items drop from all shared bosses (maybe this already exists?)

3) Bikini mode: Have a challenge mode where you cannot wear any body armor up to the end of the Maven fight

4) Path of Wisdom mode: Have a challenge where the only thing that can drop from mobs are wisdom scrolls and you have to find clever ways to make income from that to buy gear - Challenge ends at end of campaign

5) Path of Fisticuffs: Have a challenge where you can only use facebreakers up to the end of the Maven fight

Okay okay.. some of the ideas above or laughable, but I'm sure the devs can find something, perhaps, "weekly" events to keep the player base more engaged
"
Seebeu#0209 wrote:
Sorry.. I forgot to add my "solution" to your original question LOL..

Here it is:

1) Remove lower tier mod rolls on item level 84+
rationale: I see some people noting that items dropped during end game are useless and I tend to agree. Nothing more irritating than to get a good base item with very good rolled mods only to see that infamous tier 11 resistance

2) For the hardnosed players: Have a mode where pinnacle bosses share abilities
rationale: How fun would it be to go fight the Baron and have to also be weary of Shaper beams or Sirus' death lazorz! Loot can be adjusted to have items drop from all shared bosses (maybe this already exists?)

3) Bikini mode: Have a challenge mode where you cannot wear any body armor up to the end of the Maven fight

4) Path of Wisdom mode: Have a challenge where the only thing that can drop from mobs are wisdom scrolls and you have to find clever ways to make income from that to buy gear - Challenge ends at end of campaign

5) Path of Fisticuffs: Have a challenge where you can only use facebreakers up to the end of the Maven fight

Okay okay.. some of the ideas above or laughable, but I'm sure the devs can find something, perhaps, "weekly" events to keep the player base more engaged


LOL @3 ... I get it. The general idea is just ... more FUN stuff to do, right?? That makes sense. I mean ... that's the whole point right?
Probably best they don't know. The game is addicting enough
The exact opposite of the overnight destroying of anyones season that didn't exploit?
I've played leagues for years in PoE1, but I've never played for the full duration of a league. I don't really know why that should be a goal?

What if leagues were 10 months long; would it still be a goal for 100% player retention for 10 months? Players are different. Some players nolife the game for a few weeks, get their 40/40 and move on. Some play casually for two months and move on. Some play 2 hours a day for four months.

Breakes are good, both for players and for the game.

Now, to answer the question in the title: Quality leagues help player retention.
Bring me some coffee and I'll bring you a smile.

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