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

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mateo#3038 wrote:
The temple magnified the problem of teaming up to hunt treasures this time.
If GGG does not take measures against teaming up to hunt treasures in the future, player loss will only intensify!


Don't hold you breath.

Multiplayer currency raids have been going on a long time.

That won't stop
The question is pretty moot. It's been clear for many years that the dev team is going to do what they want to do and really don't care what we think about it. It's not like the plan is suddenly going to change after a decade.
The nerfs will continue until morale improves.
Last edited by Rippster#4037 on Jan 4, 2026, 10:18:34 AM
campaign feels bad due to a combination of bad loot and lots of builds being bad or not working at all until they can use items that are usually lv 60+ and once you get past that point the game sort of force players into meta builds unless they enjoy doing twice the effort for half the reward.

posible solutions:

rework loot: replace quantity with quality by drastically reducing quantity of items drops from lv50+ areas and then Adding a mechanic similar to the tree but instead of wombgift it will affect the player loot drops. skill points for the tree will be earned from campaign side quest.

items requirements should be attributes only, may be increase the attribute requirement but remove the level requirement to make early game less of a chore.

buff underused skills: not expecting all skills to be on the same power level but there is a problem when more than half of the skills have below 0.1% usage.

buff underused uniques: much like with skills there are plenty of uniques that have little reason to exist. Something i think will help a lot is adding upgrades to them say:

5x wideswing = wideswing v2, 5 wideswing needed for v2
5x wideswing v2 = wideswing v3, 25 wideswing needed for v3
5x wideswing v3 = wideswing v4, 125 wideswing needed for v4
5x wideswing v4 = wideswing final, 625 wideswing needed for final

each upgrade will improve an aspect of the unique be either its mods or the base being used with the final version adding a powerful mod, This aims to solve 2 problems first is giving them a way to scale so they can remain useful and second it will create a huge item sink and with it increase demand and value of them.
its debatable if this upgrades should be available to all uniques or only the bad ones but i cant imagine many mortals obtaining 625 t1 uniques for this to become a balance problem.







Last edited by Iamterribleatnames#6579 on Jan 4, 2026, 11:36:49 AM
As a very infrequent player, the existence of PoE2 (I haven't played it at all and know very little about it other than it exists) stops me from wanting to play PoE because my brain says a newer better version is coming soon.

Maybe if they had named PoE2 something else I wouldn't have this feeling and I understand logically it doesn't matter, but it is what it is.
You’ll probably have to wait around 10 years before PoE2 reaches the same level as PoE1, and given the game’s current development, it’s possible it never will.
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As a very infrequent player, the existence of PoE2 (I haven't played it at all and know very little about it other than it exists) stops me from wanting to play PoE because my brain says a newer better version is coming soon.

Maybe if they had named PoE2 something else I wouldn't have this feeling and I understand logically it doesn't matter, but it is what it is.


Sounds very much like a you problem to be honest. Any reasonable person knows newer does not always mean better, and the opposite also doesn't need to be true. Things can just be different
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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Last edited by Deximas#4769 on Jan 4, 2026, 8:26:18 PM
For me: more build enabling drops. I get bored playing the same character and grinding out end game. What keeps me playing is drops that make me interested in rolling alts. So more of those please.
It’s actually quite simply.. stop with making everything scarce on this game… increase loot quantity.. and stop making everything on this game RNG on RNG on RNG just to get a chance at something …
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Varramar#7277 wrote:
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?

In general more profitable not mega juised maps and craft as we see on some leagues.
Also they planned since 2020 to add new classes and weapon types, rehaul gem system, remove trash mods/tiers from some itemtypes.

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