Why I think Leagues die so fast
" Interesting reply. I laid out a play pattern (mine) that counters the need to player retention beyond a certain point (to OPs point) while still acknowledging the downside of players like me (stale economy). Then I proceeded to highlight that given player patterns throughout PoE's entire existence, there's probably many players such as myself, for whom long-term retention is not a beneficial strategy regardless. Not sure where you get the whole ego thing from; your reply reads as if you're just looking for "trouble" on the forums. |
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Well, I guess they could add levels 101 to 200!!
**A new set of maps **A re-jiggering of experience point earning **New drops that can only be traded and used among level 100+ characters **Cool badges for working your way past 100 **New boss fights **New mini passive trees for specific goals Probably more Competing to get to 100 is pretty common now. I even have a level 100 guy. But 200? Hah, that will keep them grinding another few weeks. "Gratitude is wine for the soul. Go on. Get drunk." Rumi US Mountain Time Zone Last edited by ChanBalam#4639 on Dec 23, 2025, 12:48:50 AM
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" Add level 120 (After 100 gated behind some sort of trial like ascendancy to unlock) and add T18 T19 T20 maps as aspirational content that requires multi-mirror builds to handle and league will live until 3rd month. If anything, PoE1 league only dies because we have nothing left to achieve. 1. "Meaningful Combat" Is Anti-ARPG: https://www.pathofexile.com/forum/view-thread/3884793 2. Mechanical Skill (Dodgeroll) and Intellectual Skill: https://www.pathofexile.com/forum/view-thread/3883605 3. Some PoE2 Numbers and Charts: https://www.pathofexile.com/forum/view-thread/3896886 Last edited by nagisanzeninzz#2697 on Dec 23, 2025, 12:59:46 AM
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I would argue that it is not a simple thing at all, and "dying" is not an accurate way to describe what is happening. Each league has it's own challenges, and the population decline varies between leagues, some far more drastically than others.
I typically play for 2-3 months of a given league, some longer considering we have had leagues going on 6+ months in recent years. The fun factor of the current league mechanic and whatever balancing they do (or don't do) seems to have the largest effect on player retention over time. Breach 2.0 has not been received well, which I understand but also find amusing considering how insanely rewarding it is. It poops out valuable Uniques, High quality armor bases, and currency, but the overwhelming sentiment is that it isn't fun or rewarding. It has a few things working against it in this regard: 1. In maps you don't get the dopamine hit from the drops, it is delayed until you have a full bar and inject it into the tree, which removes the excitement from doing them in maps 2. It favors doing maps incredibly quickly for womb juice accumulation, which is at odds with a large number of farming strats. 3. It isn't all that exciting, we have all done breach/blight type mechanics before, there's not much of a new exciting feel here. Couple that with a small wand rework, and POE 2 launching a new class 1 month into the league you are going to murder the POE numbers. Each league has it's own story like this, Necropolis was the most pain in the ass mechanic and it dropped of hard because of it. Mercenaries added a tremendous amount of build variety and it held strong for a long time. I would also argue that none of these leagues "die" I jump on frequently months in to play around with the characters I make and find people still on and trading. The economy late into a league does change dramatically, if you aren't used to that it may feel like it's "dead." Last edited by mentalfrost#6666 on Dec 23, 2025, 12:34:21 PM
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lackluster challenge rewards
lackluster responses from the GGG team, yet poe 2 is on hotfix 6+. lackluster kiracs vault (no creativity, just a single armour set spread out as rewards, it used to be a LOT more interesting with alternate art unique skins.) lackluster drops gauntlet launched only a week after actual launch poe 2 launch interfering with the cycle, something they said they wouldn't do. I really hope GGG steps it up! |
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" Yup, that works too. Moving past 100 would be a smart move with lots of interesting options. But...they cannot include any Delving past 100 or Needforsteveunderground will find a way to reach depth 500,000 and make everyone look inadequate. ;) "Gratitude is wine for the soul. Go on. Get drunk." Rumi
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In my case i just went to PoE2. Untill i have enought i probably wont back to PoE1 despite i still have things to do there.
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i played a game called "knight online" many years ago and they have an interesting VERY grindy end game upgrading system.
your suggestion reminded me of it. there is an anvil in the center of town and you place your equipment in it along with a scroll and click "upgrade". upon a successful upgrade, itll improve the overall stats of the item. The anvil will either destroy your item or improve it to the next grade. There are a total of 10 grades and once it gets to a certain grade, it even glows. I think this system would work very well in a game like POE and would add a whole new layer into the itemization mechanics this was something i was recently thinking about and your comment reminded me of it "The problem with scrubcore is that it is full of of scrubs"
- King Edward the Longshanks |
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PoE in general is pretty old. Most of the playerbase are here for a decade. If the league keeps them play for a week or two that is a good value.
Last edited by Ispita#4020 on Dec 24, 2025, 12:09:21 PM
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" Wrong, it is the lack of expansions and skill gem shake ups. Take a look at affliction, it was a very well crafted league and even many veterans were blasting 2 months later. Phrecia and Mercenaries have been also very popular and liked by the community. Leagues die when they are low effort like Keepers and Druid or when they are purely convulated crafting leagues like Synthesis, Necropolis or Harvest (in Ritual it was good). Last edited by H3rB1985#0551 on Dec 24, 2025, 5:05:23 PM
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