This is true speaking from personal experience. I quit at around 700 - 1000c every seasons because I get bored repeating the content over and over again for minimal character progression. I’m not playing for the corruption numbers but to “finish” builds. If I feel my character is/characters are done, I’m fine with stopping for this season.
I reach this point in the week we see the player drop, if I’m only playing a single character and happen to have the time to play.
So first of all, no not only “average” players are quitting at this point.
I said before that LE needs 2 additional endgame systems. Monos (endless scaling), Dungeons (roguelike elements) and a handcrafted experience (reusing the campaign). Each with their own goals to achieve.
This would increase longevity for players like me a lot.
You are conflating two things. Easy =! boring. And hard =! fun.
The process of scaling it gets boring quite fast. The game needs variety. And a more guided experience before people reach the point of scaling corruption in the first place.
This is where I disagree. EHG so far have always put season mechanics (as in additions to base game stuff) into the campaign. The gameplay of those mechanics does not change meaningfully in monos. An average player spending like 14 hours in the campaign doing all the stuff getting into monos first realizes that stuff is the same. But they have a clear goal. Reach the highest monos.
Now they reach the end and… a glowing orb appears and they see they need to do it all again. But for what? They don’t know what Abberoth is. They only know stuff in the monos was about the same.
This is a major hit to motivation. There is no clear goal or easy to understand like map tiers in PoE. There are a lot of corruption numbers that don’t yet mean anything and the information about Aberroth is hidden behind several UI screens.
On top of that those with bad builds or gear get punished due to the difficulty spike.
So I disagree. There are several reasons and each reason hits differently for different kind of players.
- Difficulty Spike to Empowered Monos and also needing to do Julra at a certain tier (depending on build and gear)
- Demotivating design of “re-do it all” instead of obvious cool new stuff
- No meaningful changes to the gameplay feel of seasonal mechanics (mostly just more and better - no progression though they are doing better the next season with the new boss and echo chains)
- Heavy RNG with Blessings (enforces the “oh really I need to do that AGAIN?!” aspect)
- Performance (that was a problem for people with machines that were on the weaker side - campaign was fine but in monos the game started to slow down a lot)
- Slow corruption scaling (got better) and no new stuff after 300c (or whatever some of the weavers echoes need). It starts with stability. Gathering stability on low corruption is so freaking slow. And now you need like 800 instead of the 400 from before. Feels bad.
- Can’t say much about MG (I’m a solo player and hate trade) but CoF gets bogged down a lot with UI rerolling. Not exactly engaging gameplay to get the good loot. MG probably has inflation problems that hit around that time (1 week in) but I can only specualte about that.
- Dungeons are not exactly fun. The bosses are fun, but the dungeon run itself and the need to do all the lower difficulties once not so much. All my friends only ever engaged with them at a point where the first levels are a joke difficulty wise (i.e. at the start of emp monos) and the reward (except Julra) gets outscaled by monos. Another let down moment. Even with portal charms.
- Bugs. Stuff not working as intended thus destroying a build idea and all the motivation with it. Monos into Empowered Monos is the point where most of my friends took a good look at their build and started to think more about what they wanna do. So bugs are gonna come up.
There are probably a few more reasons that could make a player quit. But those are all I could come up with quickly.