Players seem to enjoy this particular dungeon’s density

Campfire chat: Two steps forward, ten steps back. Observing the latest campfire chat, it becomes evident that the developers struggle to address issues in a logical manner. Their thought process appears disconnected from providing solutions to the right questions, heavily relying on metrics and statistics rather than immersing themselves in the actual gameplay.

Take, for instance, the nerf to Cooldown Reduction. They found it challenging to explain the reasoning behind it, along with the nerf to Vulnerable damage. Their conclusion seemed to stem from metrics indicating its popularity among players, thus leading to its nerf.

However, a more appropriate approach would be to inquire, “Why do players value and pursue these stats?” “Could it be due to excessively long cooldowns on skills?” or “What factors make players choose these stats over others?” By doing so, they would discover that players dislike waiting in circles for their abilities to come off cooldown, hindering their gameplay experience.

This pattern seems to dominate their reasoning for implementing nerfs and “balancing” changes. Another example is the removal of the dungeon reset, which they eventually reinstated but required players to stand outside the dungeon. Instead of investigating why players preferred running the same dungeon repeatedly, they opted for the quick fix of halting the practice, citing excessive XP and rewards as the issue.

A more reasonable approach would have been to consider, “Players seem to enjoy this particular dungeon’s density, XP gain per minute, and potential rewards. Let’s buff other dungeons to offer comparable options.” Instead, they chose to shut it down without much thought.

Regarding Vulnerable, it’s puzzling that they made the damage bonus for it substantially higher than other stats and then appeared surprised that players focused on it. Yet, they designed the system that way – base damage first, followed by Vulnerable, with other stats falling behind. It shouldn’t come as a surprise.

While their intentions for the game may be good, they seem to be heavily influenced by corporate statistical analytics – tracking what X players do, buy, prefer, average retention, and time spent in the game – all geared toward maximizing certain metrics.

Consequently, when they claim “we hear you and understand your concerns,” it does little to build confidence in their ever-changing product. Why not begin with the primary mission goal of making the game inherently fun? Before arriving at the right conclusion, they must first examine which questions will truly help them reach it.

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