u/Bipbipci

What 15,649 TFD Comments Say About Why Players Leave, Return, and Leave Again

I analyzed a corpus of 15,649 YouTube comments and replies from 13 videos discussing the state of The First Descendant, why players stopped or reduced their playtime, and how opinions changed over the game's lifecycle.

The dataset contains 9,341 top-level comments from 8,184 unique authors and spans discussions from TFD's launch period through 2026. The analysis was compiled on August 17, 2026.

TL;DR

  • Repetition is the strongest recurring signal, appearing across all 13 videos — but the deeper complaint is not simply “too much grind.” It is repetition without enough experiential variation.
  • Acquiring a build and having something meaningful to do with it are separate problems. Many comments move from “How do I get this?” to “What do I use this for?”
  • More content does not automatically mean more gameplay variety. Different rewards, regions or modifiers can still ask players to solve essentially the same gameplay problem.
  • A meaningful portion of disengagement looks like dormancy rather than rejection. Many former players still like the combat, characters or foundation and remain willing to return.
  • My overall interpretation: TFD has many answers — Descendants, weapons and builds — but not enough different questions for those answers to stay meaningful.

## 1. Repetition is the strongest signal, but “too much grind” is an incomplete diagnosis

The broadest recurring complaint in the corpus is repetition. Conservative heuristic coding tagged 1,539 of 9,341 top-level comments, or about 16.5%, for repetition/grind. More importantly, the signal appears strongly enough in all 13 of 13 videos.

That sounds like a simple result: players dislike grinding.

But the comments are more complicated than that.

A number of people explicitly compare TFD with Warframe, Destiny, Diablo, Vermintide, Darktide, and other games built around repeating activities for long periods of time. Some of them have hundreds or thousands of hours in those games. Their argument is not necessarily that repetition itself is unacceptable.

The distinction I kept seeing was closer to:

Repetition is not automatically the problem. Repetition without enough experiential variation is.

A grind can remain enjoyable when repetition creates mastery, different situations, social interaction, meaningful intermediate goals, or enough moment-to-moment variation that individual runs do not collapse into autopilot.

A bad grind has the opposite effect: the player's main objective becomes reducing the number of times they have to play the activity.

This also helps explain why complaints about “grind” can refer to several different things at once:

  1. The time cost is too high.
  2. RNG makes the time cost feel effectively uncapped.
  3. The repeated activity itself is not enjoyable enough.
  4. After the grind is finished, the reward does not unlock a sufficiently different reason to play.

Those are different problems even though players may use the same word for all four.

That is why simply improving drop rates can make sentiment noticeably better without necessarily solving the deeper issue. A higher drop rate reduces the amount of repetition required. It does not automatically make the underlying activity something a player wants to return to after the reward has been obtained.

The distinction matters because a tolerable grind and a good grind are not the same thing.

A tolerable grind minimizes how much repetition the player must endure.

A good grind can make the repeated experience enjoyable enough that minimizing it is no longer the player's only goal.

## 2. Acquisition and utilization are two different problems

One of the clearest patterns across the videos is that burnout can happen at two separate stages of progression.

Before completing a build, the player asks questions such as:

- How do I obtain this Descendant or weapon?
- Where do I farm the materials?
- How many Catalysts, rerolls, duplicates or other resources do I need?
- How long will the process take?
- How much RNG stands between me and the thing I want?

Those are acquisition questions.

But after the build is complete, another group of questions starts appearing:

- What do I actually use this for?
- Where does the completed build matter?
- What different experience does this character enable?
- Why should I build another weapon or Descendant if most activities are solved in roughly the same way?
- I finished the farm. What is the next reason to play?

Those are utilization questions.

That distinction is important because a game can make major improvements to acquisition while leaving utilization relatively unchanged.

Recent comments in the corpus do acknowledge that some farming friction, pity systems, quality-of-life features and new-player progression have improved over time. That matters. The research does not support saying that TFD simply “never fixed anything.”

But friction fixes and motivation fixes are different kinds of work.

A friction fix asks:

“How do we make this less frustrating to do?”

A motivation fix asks:

“Why does the player want to do this in the first place?”

Making an item easier to obtain can improve the first question while having little effect on the second.

This is also why I think “TFD needs more endgame” is too vague by itself.

An endgame activity can exist on the menu and still fail to solve the utilization problem if it is primarily a harder version of an existing loop, or if its main purpose is to unlock yet another progression layer.

The important question is not only whether endgame content exists.

It is whether finishing a build changes the kinds of experiences available to the player.

## 3. “Nothing to do” usually does not mean the menu is empty

One of the easiest phrases to misread in the corpus is “there is nothing to do.”

Taken literally, it makes little sense. TFD contains missions, bosses, farming routes, progression systems, weapons, Descendants, seasonal objectives and various things that can still be completed.

But when those comments are read in context, “nothing to do” often means something closer to:

“There is nothing I actively want to do once I no longer need the reward.”

That is a difference between content availability and content desirability.

A player can still have:

- weapons that are not fully upgraded
- Descendants they have not farmed
- medals or titles they have not earned
- records they have not completed
- resources they could continue accumulating
- progression systems that are not technically finished

and still feel that they have “nothing to do” if completing those remaining goals requires repeating activities they no longer enjoy.

Completion percentage is therefore not a complete measure of perceived content depth.

A game can have a very large checklist while still feeling narrow if most of that checklist is completed through the same gameplay language.

This is also how apparently contradictory comments such as “the combat is fun” and “the game is boring” can both be true.

A player can enjoy shooting, movement, grappling, skill effects, animations and character fantasy at the scale of seconds while becoming tired of the same routes, spawns, objectives, optimization logic and reward structure at the scale of hours or months.

Moment-to-moment gameplay and session-to-session structure are different layers.

That distinction becomes especially important in a live-service game because it helps explain why people can leave while still saying that the foundation itself is good.

## 4. More content is not necessarily more kinds of gameplay

Another recurring disagreement is whether TFD actually lacks content.

On one side, the game clearly has more missions, bosses, systems, regions, weapons and Descendants than it did at launch.

On the other side, people continue describing the experience as repetitive.

Those statements do not necessarily contradict each other.

The more useful question may be:

How many genuinely distinct activity identities does TFD have?

Imagine an update that adds a new region, several weapons, another progression system, one boss and a new Descendant.

The quantity of content has objectively increased.

But if all of those additions ultimately feed the same loop:

farm faster
→ build stronger
→ clear faster
→ farm the next thing

then experiential breadth may increase much less than content quantity.

Several comments describe activities with different names, modifiers or rewards as still feeling like variations of familiar patterns: linear speed-running, wave clearing, AoE spam, boss nuking, repeating a room or route, or “old content with something added.”

This is not an argument that those additions have zero value.

It is an argument that content cadence and experience cadence are different.

Content cadence asks how often the game adds new assets, regions, items, characters and systems.

Experience cadence asks how often the player receives a genuinely different kind of activity.

A live-service game can have a high content cadence while still having a relatively low experience cadence.

This also changes how “more content” should be evaluated. Instead of counting only how many things were added, other useful questions are:

- How many new kinds of decisions were introduced?
- How many new forms of cooperation became relevant?
- How many builds gained a new reason to matter?
- How many new failure states or pressures appeared?
- How many reasons to play exist independently of acquiring the new reward?

That is the level where the recurring variety complaints start making more sense.

## 5. TFD may have a collection-expression problem

TFD has a major strength: a broad collection of Descendants, weapons, skills and build fantasies.

But collection creates more long-term value when owning different tools allows the account to solve different kinds of situations.

If most activities primarily reward some combination of:

- movement speed
- AoE
- burst
- boss DPS

then characters designed around:

- healing
- defense
- taunting
- zone control
- stealth
- sustain
- resource support
- team utility

have fewer contexts in which their differences can become important.

This can create a balance problem that is partly external to the character.

On the surface, the community may say a particular Descendant is weak and needs a buff.

Sometimes that may simply be true.

But another possibility is that the game rarely asks the type of question that character is built to answer.

If the solution to every underused character is more damage so that everyone approaches the same clear-speed benchmark, the roster can become numerically stronger while its identities become less distinct.

A different diagnosis is:

Not every weak character needs to become a better answer to the same question. Sometimes the game needs to ask different questions.

This is what I mean by Collection Without Expression.

There is also a useful distinction between two kinds of collection:

Collection as progression: owning another Descendant or weapon means the account contains more things.

Collection as capability: owning another Descendant or weapon means the account can solve more kinds of situation.

If collection mostly expands the first, a large roster can still converge on a small number of meta choices in most activities.

If collection expands the second, an older character or weapon can become relevant again because a new context values what it already does, without requiring a direct numerical buff.

The quantitative layer gives this idea some additional support.

Gameplay-variety complaints and collection-expression complaints co-occurred in 51 top-level comments, about 11.3 times the rate expected if the two tags were fully independent.

Post-build-purpose and collection-expression complaints co-occurred in 32 comments, about 8 times the expected independent rate.

That does not prove causality.

But it is consistent with the hypothesis that narrow activity architecture and narrow roster expression are related.

## 6. Difficulty looks more like an audience-segmentation problem than a single consensus

The corpus does not support a simple conclusion that TFD is either “too easy” or “too hard.”

One group wants deeper mechanics, encounters that survive long enough for mechanics to matter, meaningful team synergy and challenges for optimized builds. Another prefers power fantasy, fast clears, lower mechanical burden and important rewards that are not locked behind highly demanding content.

There is also overlap: many players on both sides dislike “difficulty” created mainly through huge HP pools, one-shots, extreme resistances or mechanics that simply invalidate characters.

So “I want harder content” does not necessarily mean “give enemies more HP,” and “do not nerf my character” does not necessarily mean “I want no challenge.”

Challenge can instead come from positioning, objectives, formations, reinforcement sources, timing decisions, weak points, protection, escort, attrition, battlefield state or multi-stage encounter systems.

The broader implication is that TFD may not need one globally correct difficulty. It may need different activity identities for different motivations.

One activity can serve power fantasy. Another can serve mastery. Another can emphasize adaptation, social play or experimentation.

Not every player needs to enjoy every mode.

Trying to make one universal activity simultaneously fast, difficult, relaxing, rewarding, social, soloable, deep and simple is likely to create permanent balance conflict.

This also complicates the “hardcore vs casual” framing. A player with a few hours per week can return for years, while a very high-hour player can consume an update in days. Hours per week and long-term loyalty are different variables.

## 7. Co-op has at least two separate structural problems

Co-op is not one of the highest-volume themes in the corpus, but the comments that discuss it are unusually specific.

The first issue is co-op progression alignment.

Personal RNG can cause friends who begin farming together to drift into different objectives.

One player gets the desired drop.

Another still needs the Amorphous Material.

A third has to return to an earlier material farm.

They may have similar account strength and still no longer share the same reason to run the same content.

That creates a useful distinction:

Co-op compatibility is not the same as co-op progression alignment.

A game may technically allow four people to play together while its progression systems repeatedly pull those four people toward different tasks.

The second issue is co-op agency.

When one optimized Descendant deletes the room or boss almost immediately, the other three players can technically be present without meaningfully participating.

They run behind, watch, collect the result or become functionally passive.

That creates another distinction:

Matchmaking is not the same as meaningful co-op.

Simply adding a six-player activity, raid, or larger party does not automatically solve either problem.

The group still needs aligned reasons to be there, and individual players still need meaningful ways to participate.

The corpus also contains a smaller but interesting social signal: some veterans describe helping newer players, encountering random players or playing with friends as independent reasons to log in.

That matters because social motivation does not have to be the most efficient farm.

A veteran may need nothing from an old activity and still join because they can help somebody, save a failing run, test a build with other people or simply spend time with friends.

This is one reason some older or less efficient systems can still be remembered positively: they sometimes created more natural social texture.

Efficiency and social health do not always point in the same direction.

## 8. Progression bloat becomes an investment-trust and returnability problem

Progression bloat is relatively weak in the launch-era data and becomes more visible later, which is logical: launch players cannot complain about years of accumulated systems that do not exist yet.

Later comments increasingly mention secondary progression layers, heavy build management, balance changes, power creep, completed investments becoming outdated, returning players not knowing what to prioritize, and new friends struggling to catch up.

One veteran describes maintaining builds after repeated meta shifts as something like “spreadsheet repair.”

This is not only a complexity complaint. It is also an investment-trust complaint.

Players invest farming time, materials, Catalysts and rolls, but also rotations, muscle memory, playstyles, familiarity and attachment to a character.

If that value repeatedly shifts because of balance churn or power creep, future investment starts to feel less durable. Even a buff or rework can damage trust if it removes the behavior a player originally enjoyed.

The issue is not that nothing should ever change. It is whether earned value and established playstyles remain recognizable often enough that building an account feels trustworthy.

This connects to Returnability Debt.

Many players appear to cycle through:

update → return → play → complete goals → leave → wait

That can be normal for a live-service game.

The problem is when every absence becomes more expensive because returning means learning new systems, repairing builds, understanding balance changes and figuring out what is still relevant.

A player can still want to return while the cost of returning keeps increasing.

A healthy live-service relationship does not necessarily require permanent daily retention. It may be equally important that someone who leaves for several months can come back, understand their account quickly, trust that old investments still matter and begin meaningful play without turning the return into a restoration project.

## 9. A lot of disengagement looks like dormancy rather than rejection

This was one of the more surprising qualitative patterns.

Negative comments often still contain praise for:

- combat
- gunplay
- movement and grappling
- character designs
- visual quality
- buildcraft
- the underlying foundation

That means “I stopped playing” and “I dislike the game” are not equivalent statements.

In the quantitative layer, 282 top-level comments were coded as clearly positive about the core game — combat, gameplay, characters or the foundation.

Among those comments, 45.7% were also tagged for repetition.

That is one of the strongest results in the entire analysis because it changes the shape of the criticism.

It is less like:

“I hate the gameplay.”

and more like:

“I like the gameplay, but I am being asked to use it inside too few kinds of experience.”

A broader “dormant affection” group combined positive-core comments with comments showing attachment, hope or intention to return.

That produced a base of 581 comments.

Within that group:

- 40.4% also mention repetition
- 11.9% mention lack of variety
- 8.8% mention post-build purpose
- 8.4% mention quit/return behavior

Again, these are not population estimates.

But within this corpus they support the idea that TFD's attraction remains alive among a meaningful number of people who have reduced or stopped playing.

This is why I describe the game as being stronger at creating attraction than converting that attraction into durable habit.

An update can therefore produce a large return spike without necessarily proving that retention has been repaired.

A possible cycle is:

new update
→ curiosity
→ player returns
→ farms the new Descendant or weapon
→ tries the new activity
→ acquisition ends
→ reason to keep playing falls
→ player becomes dormant again

Peak concurrent users after an update can show renewed interest.

They cannot by themselves tell us whether the new activity created a lasting independent reason to play after acquisition ended.

## 10. Some visible complaints are real, but they are not equally strong churn signals

Monetization is prominent at launch: prices, bundles, paint, crafting timers, pay-to-skip systems, RNG, shop value and comparisons with Warframe.

Later discussion shifts somewhat toward a different criticism: why does cosmetic or character production sometimes feel more reliable than the arrival of new ways to meaningfully use those characters?

At the same time, many players genuinely like TFD's attractive or sexualized character designs and consider them part of the game's appeal.

So the corpus does not support “sexy skins are the main reason players left.” A more defensible interpretation is that character appeal can be a strong acquisition and monetization pillar, but it cannot substitute for retention gameplay.

Story concerns are also real — the main narrative is often described as generic or weakly presented — but they do not appear stronger than repetition, variety, grind or post-build purpose as churn signals. Descendant-specific stories are sometimes viewed more positively, suggesting character attachment may be a more natural narrative strength.

“Dead game” and “dying” language is even noisier. People use it for Steam population, clickbait, personal disengagement or general frustration, while others reject the label or continue playing.

For that reason, I do not treat “dead game” as a cause. It is a judgment or outcome label, not an explanation of the mechanism behind disengagement.

## 11. The timeline shows the problem changing as the player relationship matures

The timeline is important because launch-era discussion and later discussion are not asking the same questions.

The broad cohorts in the dataset are:

Launch / early (~2 years), n = 4,306 top-level comments
- Repetition: 9.8%
- Variety: 1.2%
- Post-build purpose: 1.1%
- Investment trust: 0.6%
- Progression bloat: 0.3%
- Quit/return: 0.7%
- Onboarding: 1.2%

~1 year, n = 2,438
- Repetition: 26.6%
- Variety: 5.5%
- Post-build purpose: 5.1%
- Investment trust: 7.0%
- Progression bloat: 1.3%
- Quit/return: 5.8%
- Onboarding: 2.1%

8–11 months, n = 1,042
- Repetition: 16.5%
- Variety: 4.0%
- Post-build purpose: 3.1%
- Investment trust: 2.6%
- Progression bloat: 1.3%
- Quit/return: 3.1%
- Onboarding: 3.5%

4–7 months, n = 1,151
- Repetition: 19.3%
- Variety: 4.3%
- Post-build purpose: 3.6%
- Investment trust: 3.4%
- Progression bloat: 2.1%
- Quit/return: 4.9%
- Onboarding: 2.9%

<4 months, n = 404
- Repetition: 18.6%
- Variety: 3.5%
- Post-build purpose: 3.2%
- Investment trust: 4.7%
- Progression bloat: 2.0%
- Quit/return: 5.9%
- Onboarding: 4.0%

These should be treated as broad phases, not precise month-by-month telemetry. The downloader preserved relative comment-age strings rather than exact publication timestamps for every comment.

The ~1-year cohort also contains several videos explicitly framed around quitting or players leaving, so its high values should not be interpreted as proof that the game was objectively “worst” at exactly that moment.

The directional pattern is more useful than treating the table as population telemetry.

Early players mainly evaluate the immediate value proposition:

- Is the farm worth it?
- Is monetization reasonable?
- Is RNG too punishing?
- Is the combat good?
- Is the game polished enough?
- How does this compare with Warframe?

Players with more account maturity can evaluate a different relationship:

- Is my investment durable?
- Does this completed build have a purpose?
- Is the new activity genuinely different?
- Are old characters still useful?
- Will another progression layer make my account harder to maintain?
- If I take a break, how much work will it take to return?

A simple version of that lifecycle is:

Stage 1: “Is this farm worth it?”

Stage 2: “I finished the farm. Now what?”

Stage 3: “I took a break. Why do I need to relearn or repair so much when I return?”

That is why I do not think the story is simply “TFD failed to fix its problems.”

Some acquisition friction has genuinely improved.

The problem appears to have partially shifted from entry friction toward structural motivation, investment trust and returnability.

## 12. Could this just be one creator, repeat commenters, or launch-era bias?

This was important to test because the dataset is not a representative survey.

First, 93.3% of unique top-level authors appear in only one video. Only about 6.7% appear in more than one. Cross-video recurrence is therefore mostly coming from different commenter pools rather than a small group posting everywhere.

Second, the two largest launch-era videos account for approximately 47.1% of all top-level comments. I removed both and recalculated several structural themes.

They became more prominent:

- Repetition: 16.5% → 22.2%
- Gameplay variety: 3.1% → 4.9%
- Post-build purpose: 2.8% → 4.3%
- Investment trust: 3.0% → 5.2%
- Quit/return: 3.1% → 5.0%
- Collection expression: 1.5% → 2.4%
- Progression bloat: 1.0% → 1.6%

So the broad launch audience does not appear to be creating the structural diagnosis. If anything, it dilutes it with pricing, monetization, first impressions and acquisition concerns.

Third, I removed each video one at a time. The repetition share remained between approximately 13.7% and 19.3%, so no single video drives the main result.

Using a minimum of at least three top-level comments in a video before counting that video as containing a signal, repetition reaches 13/13 videos. Gameplay variety, quit/return, investment trust, post-build purpose, onboarding and collection expression each reach 12/13.

The Korean-language comments also contain the repetition/grind signal. That is not enough for a serious cross-cultural comparison, but it is a useful sanity check that the dominant complaint is not entirely dependent on one English-speaking creator ecosystem.

Likes also need caution. Only 302 of 9,341 top-level comments received at least 20 likes — about 3.2% — yet they account for roughly 88.2% of all likes.

I therefore treat likes as resonance, not prevalence. A highly liked comment may strongly connect with readers, but its like count is not the number of independent people who would spontaneously name the same issue.

## 13. Why some small percentages can still matter

Gameplay variety is 3.1%, quit/return 3.1%, investment trust 3.0%, post-build purpose 2.8% and collection expression 1.5%.

Those can look small if read like fixed-choice survey results, but this is an open-ended corpus. People are not answering the same question from the same list of options: some write essays, some only say “I quit,” some joke, argue with the creator, or discuss unrelated issues.

That is why I put more weight on the combination of frequency + cross-video recurrence + different author pools + timeline consistency + robustness tests + co-occurrence, rather than treating one pooled percentage as a population estimate.

The study is much better at answering “Which patterns keep reappearing in these discussions?” than “Exactly what percentage of all TFD players believes this?”

## 14. A deeper structural model: rewards may be carrying too much of the engagement burden

After connecting the major themes, one broader hypothesis kept appearing.

TFD is a looter-shooter, so rewards and progression obviously need to matter.

The issue is not that the game should somehow stop having loot or grind.

The question is how much motivational work the reward is doing compared with the activity itself.

In a healthier reward relationship:

reward attracts the player to the activity
→ gameplay gives the player a reason to keep enjoying the activity
→ the activity can retain some value even after the reward is no longer optimal

In a highly reward-dependent relationship:

reward disappears
→ much of the reason to play the activity disappears with it

Many veteran comments describe some version of the second pattern:

- the weapon is already obtained
- the character is already maxed
- the build is complete
- the records are done
- there is no reason to return to that map or boss

That makes every activity fragile.

Developers must continuously create “the next thing to obtain” because progression is carrying not only reward, but also content, motivation, novelty and endgame purpose.

There is another possible reinforcing loop here.

If vertical progression makes players increasingly powerful, normal enemies can become less capable of engaging them.

If gameplay resistance decreases, progression and loot have to carry more of the engagement burden.

More progression is then added to provide new goals.

Players become even stronger.

The underlying combat becomes even easier.

Another progression layer is needed.

That does not mean vertical progression is bad. It is fundamental to the genre.

The risk appears when progression is expected to function as reward + content + motivation + endgame + novelty all at once.

This is why some comments asking for “for-fun content” are interesting.

They are not asking for a better reward.

They are asking for an activity they would still want to play even when it is not the most efficient farm.

That is a different kind of retention value.

## 15. Local fixes can make sense while still producing a global problem

Community feedback is very useful for locating pain points, but pain points and solutions are not the same thing.

Individually reasonable responses might look like:

grind hurts → increase drop rates
bosses fail too often → reduce difficulty
a character is underused → buff it
players dislike nerfs → buff alternatives
progression feels slow → increase rewards
mechanics slow farming → simplify them

Each can improve an immediate problem.

But accumulated over time, local optimizations can potentially produce stronger players, less meaningful enemies, faster content consumption, more progression systems, shifting builds, less distinct roles and harder catch-up.

This is also why apparent contradictions should not automatically be dismissed as “the community doesn't know what it wants.”

“The game is too easy” + “do not nerf my character” can both be true if the desired challenge is able to absorb earned power rather than remove it.

“The grind is too long” + “the game runs out of content too quickly” can both be true if acquisition is stretched while experiential breadth remains narrow.

“Attractive skins are why I play” + “the game focuses too much on skins” can both be true if acquisition appeal and retention are different concerns.

A useful framework is:

Symptom — “boring,” “nothing to do,” “too easy,” “too hard”

Immediate cause — same mission repeatedly, one-shots, huge HP, obsolete build

Structural cause — narrow activity variety, reward dependency, progression bloat, low role expression, returnability debt

Proposed solution — raid, PvP, buff, nerf, higher drop rates, guilds

The mistake is jumping directly from symptom to proposed solution. This research tries to stay longer in the middle: identify the immediate and structural mechanisms before deciding what feature should be built.

## 16. What the data supports strongly — and what it does not

After the qualitative and quantitative layers, I would separate the conclusions by confidence rather than pretending every idea has equal support.

Very high confidence within this corpus:

- Repetition/grind lacks sufficient experiential variation.
- The repetition complaint recurs across many different videos and audience pools.
- Likes should not be treated as prevalence.
- Launch-era audiences are not the sole source of the structural complaints.

High confidence:

- Lack of post-build purpose is a recurring issue.
- Lack of gameplay variety is a recurring issue.
- Investment trust and power creep become more visible lifecycle concerns.
- Dormant affection and quit/return behavior are real recurring patterns.

Medium-high confidence as broader diagnoses:

- Returnability Debt.
- Collection Without Expression.
- Progression Substituting for Gameplay.
- TFD lacking enough horizontal reasons to play.

Lower-confidence hypothesis:

- Old-world depopulation/content ecology being a major retention driver.

There are comments suggesting that concentrating rewards in new activities moves veterans away from older areas, which can make those spaces quieter for newcomers and weaken social continuity.

It is plausible.

The recurrence is not strong enough for me to present it as a major established pattern.

And several claims are not supported strongly enough by this corpus:

- “The community wants PvP.”
- “Raids are the solution.”
- “Guilds are the solution.”
- “Sexualized skins are the main reason players leave.”
- “One specific balance change caused the population decline.”
- “One creator represents the community.”
- “Horizontal modes would automatically solve retention.”
- “A highly liked proposed feature should therefore be built.”

The comments contain proposals for PvP, PvEvP, raids, guilds, vehicles, roguelike systems, social hubs and other ideas.

Those are useful solution proposals.

They are not evidence of consensus on the treatment.

Consensus on a problem does not imply consensus on a solution.

## 17. What this research cannot establish

This is still a self-selected YouTube comment corpus. Several videos are explicitly about quitting, the state of the game or dissatisfaction, which naturally attracts a different audience from a build guide or positive showcase.

Active Reddit/Discord polls have the opposite problem: survivorship bias. People still active are more likely to have accepted or enjoyed the current loop.

Neither source is “the truth.” They answer different questions.

Active-community data is useful for asking:

“What do the people still here want the game to preserve?”

Lapsed-player data is useful for asking:

“What was missing for people who left or reduced their engagement?”

The quantitative tagging here is heuristic rather than a professionally validated supervised classification model. Comments can belong to multiple themes, and the percentages should be read as indicators within this corpus rather than population estimates.

Association is also not causality. For example, the 11.3x co-occurrence between gameplay variety and collection expression supports a hypothesis, but cannot prove that one causes the other.

Questions about actual churn causality require data the community does not have: retention cohorts, session length, activity completion, return rates, progression state before churn, friend/party behavior and player-level longitudinal telemetry.

So the safest rule is:

Treat strong findings as patterns. Treat causal chains as hypotheses. Treat solutions as proposals that still need testing.

## Overall conclusion

After all three analytical layers, I do not think the most accurate description is:

“TFD failed because of grind.”

“TFD lacks content.”

“TFD is too easy.”

“TFD is too hard.”

“TFD only sells skins.”

A more complete interpretation is that TFD has a combat-and-character platform attractive enough that many players still want to like the game, but its activity and progression ecosystem has not consistently converted that attraction into a stable long-term relationship across enough player types.

The game is very good at asking:

“What item am I still missing?”

“Which Descendant do I not own yet?”

“Which system have I not maxed?”

It is less consistent at asking:

“What kind of experience do I want to play tonight?”

“What different problem does this build let me solve?”

“Can I play with a friend for fun without being on the exact same farming step?”

“If I already own everything I care about, what still makes me want to log in?”

“If I leave for six months, can I come back without doing homework?”

That is why I think “more reasons to play” is a stronger diagnosis than simply “more content.”

A wider ecosystem could allow different motivations to exist independently:

want an item
→ farm

want to test a build
→ challenge

want co-op
→ team activity

want power fantasy
→ large-scale combat

want adaptation
→ variable activity

want to relax
→ social/casual play

want mastery
→ endurance or high-difficulty play

want collection expression
→ situations where different kits have meaningfully different value

Rewards do not need to disappear.

Grind does not need to disappear.

Buildcraft does not need to disappear.

The point is to place them inside a wider ecosystem where progression serves gameplay instead of having to substitute for gameplay.

So the shortest version of my conclusion remains:

TFD does not appear to lack “answers.”

It appears to lack enough different “questions” for those answers to continue meaning different things.

## Methodology and raw data

The corpus contains 15,649 comments/replies, 9,341 top-level comments, 8,184 unique top-level authors and 13 YouTube videos/Shorts spanning discussion from launch through 2026.

Top-level comments were the main quantitative unit because reply chains can inflate one original viewpoint. Replies still mattered qualitatively for nuance, disagreement and counterarguments.

The analysis used three broad layers:

  1. Identify recurring complaints, defenses, contradictions and viewpoints across videos.
  2. Connect surface themes into possible structural mechanisms.
  3. Quantitatively test them through theme coding, author checks, cross-video recurrence, broad time cohorts, robustness tests and selected co-occurrence.

The videos were selected because they focus on TFD's state, why people left or reduced playtime, changes over its lifecycle, and debates about grind, content, balance, direction and long-term potential. The videos themselves are not treated as direct representations of “community opinion”; their comment sections are the corpus being analyzed.

Raw datasets and source-video information:

https://drive.google.com/drive/folders/15xH7823PSA4ZBrj0SBO7kpu_l4Rlocts?usp=sharing

If you read all the way through, I am especially interested in where your experience doesn't match these patterns.

If you stopped playing and later returned, what actually brought you back — and what made you stay or leave again?

reddit.com
u/Bipbipci — 1 day ago

Some Personal Thoughts on Entry Barriers for Horizontal Content Like Endless Mode

TL;DR:
I don't think major horizontal modes like Endless Dungeon or Endless Defense necessarily need to be locked deep in the endgame. Once a new player has learned TFD's basic controls and systems, they could be allowed to start from the beginning of these modes, while deeper sessions remain gated by things like Personal Record or JIP eligibility. Temporary session power, Cards, curated weapons or Descendants could let newcomers experience the power fantasy early without giving them permanent endgame progression for free. The goal is not to remove grinding or Global progression, but to let players discover what they actually enjoy first, then give them a reason to farm, build, and own those things permanently. In short, I think Endless can have a low entry barrier and an extremely high long-term ceiling at the same time.

Longer reasoning below.

Lately I have been thinking about one question: if TFD eventually gets major horizontal modes such as an Endless Dungeon or Endless Defense, do they really need to be buried deep in the endgame? I increasingly think they should become accessible fairly early, almost as soon as a new player has learned the fundamentals. That does not mean throwing someone into a complex mode five minutes after creating an account. If the game needs 30 minutes to an hour to teach movement, shooting, skills, reviving, inventory, matchmaking, and other basic interactions, that seems completely reasonable. What I would rather avoid is turning that necessary onboarding into dozens of hours of unrelated campaign and progression before the player can try the thing they are actually interested in. A short story quest could still introduce each mode, but it would not necessarily need to be a hard gate; players who want context can play it first, while those invited by friends or interested mainly in the gameplay can enter the mode and return to the introduction later.

The main reason is that today’s free-to-play market gives players an enormous number of alternatives. Someone can genuinely enjoy TFD’s movement, combat, Descendants, gunplay, visuals, world, or story while still not enjoying the traditional looter-shooter grind loop. That does not make the current loop inherently wrong, and progression should not become so fast or generous that character growth and the economy lose meaning. But the opposite extreme also has a cost: if the structure is always “play a lot, farm a lot, slowly get stronger, and only then experience the full power fantasy,” some players may leave before they ever discover why later stages can be enjoyable.

This matters even more because people often discover games through YouTube, TikTok, Reddit, or clips sent by friends. One particular mode may be the reason they decide to install TFD at all. If the thing that made them press Install is hidden behind dozens of hours of campaign and grinding, the distance between what the game promised and what they are actually allowed to play becomes very long. If someone downloads TFD because an Endless Defense run looked exciting, I think the better answer is “learn the basics and then go try it,” not “that mode exists, but first spend a few dozen hours doing something else.”

I think there is another approach worth considering: let players experience the fun and the power first, then allow that experience to create the desire for progression. In Matrix Run and Siege of Albion, a player’s strength would not come only from their Global build. Cards, Currency, temporary upgrades, weapons, and other session-specific progression would also matter. That power could grow much faster than ordinary Global progression, so a newcomer with a weak account could start low, learn the systems, and eventually experience a level of power that would normally take much longer to reach. The key distinction is that this is temporary power, not permanent endgame power given away for free. When the session ends, most of it disappears, but the player now understands what a powerful Descendant, weapon, or build can actually feel like.

“Let players experience the fun first” should also mean more than simply giving them bigger numbers. If temporary progression is mostly +ATK, +Crit, or +HP, the player may become stronger while still playing almost exactly like their original Global build. I find it much more interesting if Cards and RNG create build opportunities that can change the direction of a run. AI, spreadsheets, or guide videos may identify strong synergies, but knowing the meta would not mean being able to copy-paste the finished result into every session. Players would still need to encounter the right pieces, decide whether to commit, and adapt when RNG does not provide the ideal combination. A rare “god build” can then become something people want to experience themselves rather than a solved answer that removes discovery from the game.

This is where I see a meaningful difference between helping a newcomer “catch up” and helping them “find a reason to stay.” Catch-up systems such as Boost Path can be useful when someone already likes TFD but is being slowed down by a progression wall. They help that player reach the existing game faster. But making a build stronger does not necessarily make someone enjoy a macro-loop that simply does not suit them. Early access to horizontal content addresses a different question: before asking how a newcomer can catch up with veterans, give them a chance to discover what part of TFD makes them want to stay at all.

At that point, farming outside the mode can take on a different meaning. Instead of “the game is making me farm this item,” it can become “I used this in Endless, I liked it, and now I want to own and build my own version.” In my earlier concepts I already considered pre-built weapons inside the mode. A natural extension could be a small rotating selection of free Descendants with curated Endless-only loadouts. A newcomer could try a character in a state strong enough to understand their fantasy and playstyle, while permanent ownership, customization, Reactors, Modules, weapon synergies, and full use across the rest of the game would still belong to Global progression. Endless could act almost like an interactive showroom that helps players discover what is actually worth farming for.

This is also why I think the entry barrier should be very low. Once the basic tutorial is complete, a new account should be able to enter Endless from the beginning without clearing the entire campaign first. A story mission introducing Matrix Run or Siege of Albion could still exist and even be strongly recommended, but it would not necessarily need to lock the gameplay behind it. I like the principle that mode access should be early while depth is earned inside the mode itself. A newcomer could start at Wave 1 almost immediately, but that does not mean they should be matchmade directly into an extremely deep session. Personal Record or another eligibility system could still determine who is allowed to JIP into high-level runs. If a newcomer starts from the early waves and a veteran team naturally carries them much farther, I see no reason to stop that; they actually experienced the journey.

Endless could also become a natural form of social onboarding. A newcomer playing beside veterans gets to see how strong builds work, how experienced players handle modifiers, and how they use Cards, Currency, fortifications, or other systems. Their Global build may begin far behind, but their effective strength in Endless would also come from session power, Cards, inherited or loaned assets, and their understanding of the systems. As session power grows, the initial Global gap can become a smaller part of total strength. A newcomer who learns synergies, manages resources well, and understands the mechanics could still contribute rather than existing only as someone being carried.

I also do not think an early loss is necessarily a serious problem if failure is presented properly. Endless naturally creates a progression curve: the first run reaches Wave 12, the next Wave 20, later Wave 35. Personal Record can turn failure itself into progress. Instead of only showing “Mission Failed,” the game could show how far the player survived, whether they set a new record, which rewards were secured, and where the next milestone is. The player still lost, but they can clearly see that they went farther than before, which makes failure more likely to create a “one more run” feeling.

JIP and backfill also reduce the downside of having a weaker newcomer compared with a fixed four-player mission. If scaling eventually goes beyond what they can handle, their participation can end without ending the session. Their slot opens, another player replaces them, and at deeper waves a more experienced veteran can keep the run going. I prefer to think of this as “the player’s shift ended, not the team’s run.” It also makes veteran-newcomer interaction less forced. Veterans do not need a special mentor quest telling them to babysit new players; they can simply play Endless normally, revive someone, explain a Card, show them how to use Currency, or let them see what a strong endgame build can do. If the newcomer can keep up, they continue. If the scaling eventually exceeds them, the relay system handles the turnover naturally.

That can create value for both sides. A newcomer may leave thinking, “I just started and already saw the game go this far; I want to become strong enough to stand here on my own.” A veteran gains another use for a strong build beyond clearing something a few seconds faster: keeping a session alive, saving other players, helping a newcomer reach places they could not normally reach, and passing on knowledge through ordinary play. If sessions can outlive individual players, Endless could even become a social home. Someone might log in to see whether a deep session needs help, play for 30 or 45 minutes, talk to the people already there, then leave the slot to someone else. The session itself can develop a history instead of disappearing as soon as one fixed party is done.

Being able to play with friends early matters for the same reason. “Learn the game for about an hour and then join us” is a much easier invitation than “finish the campaign and farm for a few days first.” The more social a horizontal mode is, the shorter I think the gap should be between installing the game and being able to participate meaningfully with friends.

If a casual player eventually realizes that Matrix Run or Siege of Albion is the only part of TFD they truly love, I do not think the game should punish them for that. Endless could provide nearly every broad category of common resource without becoming the most efficient place to farm any specific item: a universal farming hub, not an optimal farming hub. Someone who mainly enjoys Endless could still make gradual account progress through Gold, Kuiper, and other common materials, while players who want a specific material, Reactor, or item as efficiently as possible would still have a reason to use dedicated content.

Endless would not necessarily cannibalize those farming modes; it could create demand for them. A newcomer who experiences a powerful Descendant, a pre-built weapon, or an especially fun synergy may naturally form the goal “I want to own this for real.” At that point, a repetitive dungeon that previously looked boring has a clear purpose because the player is farming toward something they already know they enjoy. Instead of grinding first and hoping the game becomes fun later, the player sees the fun first, discovers what they like, and then decides what they are actually willing to grind for.

The same logic matters for veterans. A long-time player may already own many Descendants, weapons, and completed builds, but adding more items to the collection does not automatically create interesting reasons to use what they already have. At some point the question can shift from “what am I still missing?” to “where can I use what I already own in ways that still feel interesting?” An Endless Mode with enough variation could turn a collection into a toolbox: different runs can make different Descendants, weapons, or roles valuable. To me, that is an important form of retention because the game is not only giving players more things to own; it is giving them more reasons to keep playing with what they already own. I do not have internal data to claim how strongly this would affect spending, but from a design perspective, a character or cosmetic naturally has more perceived value when the player still has many reasons to use it.

This reminds me somewhat of games like League of Legends, where players do not all need to love the same path before they can find a mode that suits them. Some prefer Summoner’s Rift, some mainly play ARAM, and others enjoy TFT. I am not saying TFD should copy League, but I like the broader idea that a player should not have to prove they enjoy the “main route” before discovering another style of gameplay that might keep them around. TFD could also have multiple “home activities”: Intercepts, dungeons, Matrix Run, Siege of Albion, or other modes. If all of them still use Descendants, weapons, cosmetics, progression, and remain part of the same ecosystem, I do not think someone who mainly loves one horizontal mode is playing the game the “wrong” way.

That is why I do not like the assumption that Endless must automatically be an “endgame mode” simply because it has a great deal of depth. I think Endless can have endgame-level depth without requiring endgame-level entry barriers. A mode can become available near the beginning and still have enough depth to explore hundreds or even thousands of hours later. Easy to enter does not mean shallow. Immediate fun does not mean removing progression. Early access does not mean unrestricted deep access. And allowing players to experience high power early does not mean giving away permanent endgame power for free.

For the same reason, lowering the entry barrier should not mean releasing an overly stripped-down public version of Endless. An internal prototype can be very small if the goal is to test combat flow, performance, persistence, or matchmaking, but a public release still needs enough systemic depth to demonstrate why the mode is supposed to remain interesting. If players only see a few objectives, a few enemy sets, and mostly stat-based Cards, they may conclude that Endless is simply a normal activity that goes on forever. I would rather follow the principle “prototype small, but launch deep enough to prove the loop”: a limited amount of initial asset content is fine as long as variation, build progression, RNG, and the need to adapt are already strong enough for another run to genuinely develop differently.

The situation I most want to avoid is simple: a new player might genuinely love Matrix Run or Siege of Albion, but the game makes them spend dozens of hours playing a loop they do not enjoy before they are even allowed to discover those modes. If they quit at hour ten, content that could have retained them at hour thirty no longer matters. For horizontal content like Endless, I think it may be better to let players have fun first, see the power fantasy early, find the style of gameplay that suits them, meet veterans and the wider community early, and then allow that enjoyment to create motivation for long-term progression.

Global progression would still matter a great deal. It improves a player’s starting position, increases flexibility, opens customization, makes them stronger, and gives them permanent ownership. But I do not think Global progression should purchase the right to access the fun. Players should not need to spend dozens of hours reaching the fun before they can decide whether that fun is worth investing in.

If TFD ever gets major horizontal Endless modes, I would like to see them treated not only as rewards for players who have already finished everything else, but also as an alternative front door into the deeper parts of the game. New players could enter early, casual players could stay there if that is what they enjoy, veterans could use the same modes as extreme endgame content, and sufficiently deep sessions could still challenge long-time players to keep learning, building, and coordinating. Low entry barriers and high long-term depth do not have to contradict each other.

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u/Bipbipci — 5 days ago

OVERVIEW OF COMMUNITY VIEWS ON THE FUTURE DEVELOPMENT DIRECTION OF TFD

After running a series of surveys within the TFD player community and reviewing the collected data, I came away with several observations about the issues players are currently concerned about, the expansion directions that appear promising, and the areas that may deserve greater priority in TFD's future development.

These surveys mainly reflect players who are still actively playing the game and engaging with the community on Discord, Reddit, and Facebook. For that reason, the data is most useful when considering how to improve the experience for the existing player base.

It cannot accurately represent the entire player base, especially casual players, people who rarely engage with the community, or players who have already left the game. Improvements derived from these surveys may still make the game more attractive to new players or give former players more reasons to return, but the impact on those groups is harder to evaluate accurately than the impact on people who are still actively playing and interacting with the game.

These surveys were also mainly intended as concept exploration. In many cases, the assumption was that a new type of content or system could be added, and the question was which direction players would prefer it to take. The goal was not to vote on changing or removing existing systems.

When analyzing the results, some options overlap in meaning or contain elements of other options, so raw rankings cannot always be taken at face value. In those cases, similar options were grouped into broader design families or adjusted to better reflect their underlying meaning.

1. The strongest current demand appears to be for horizontal variety

Around 75% of respondents preferred Horizontal Expansion over Vertical Expansion. This is one of the clearest and most consistent results across the survey set.

This does not mean vertical progression is unimportant. Harder dungeons, stronger enemies, higher item tiers, and progression through increased power still matter for maintaining a sense of growth. However, under the current circumstances, the more urgent need appears to be for more different ways to play rather than continuing to expand mainly through higher numbers and difficulty.

In other words, TFD may not simply need “more content.” It may need more different types of experiences.

2. Endless Dungeon is currently preferred over Endless Defense

After adjusting for overlapping choices, roughly 62% of the preference leans toward Endless Dungeon and 38% toward Endless Defense.

This suggests that both modes have an audience, but Endless Dungeon built around room-clearing and roguelite progression currently appears more attractive than Endless Defense built around horde or tower-defense style gameplay.

3. A good Endless mode needs to solve both run stability and repetition

In the poll about essential Endless features, Drop-in/Drop-out Matchmaking ranked first at around 26.6%, followed by Dynamic Objective Rotation at 23.4% and Safe Room at 16.8%. Leaderboards reached only around 6.9%, while Milestone Pass was about 3.3%.

This is an important signal.

Drop-in/Drop-out helps prevent a long run from being ruined when someone leaves, disconnects, or can no longer continue. Dynamic Objective Rotation helps prevent the gameplay from becoming repetitive when players are expected to stay in the same mode for long periods.

Features such as Safe Rooms, Omni-Farming, and Sherpa systems also received meaningful interest, while Leaderboards and reward-track systems ranked lower. This suggests players value the quality and sustainability of the gameplay loop more than prestige layers or secondary reward systems.

If Endless only means infinite enemy scaling and increasingly difficult waves, it is unlikely to solve the content problem. The real value of Endless lies in its ability to rotate objectives, enemies, encounters, modifiers, maps, and rewards to create different gameplay situations within the same framework.

4. A suitable direction for expansion is to add rather than replace

A recurring pattern across several polls is that new ideas tend to be received more positively when they do not require removing, weakening, or invalidating what players already have.

This aligns with a simple development principle: additive, optional, and non-destructive.

New content should add choices, preserve the value of existing builds and content, and create new reasons to return to areas or systems that already exist. Horizontal expansion is particularly well suited to this approach because it makes the game broader without necessarily making previous progression obsolete.

5. Players appear to prefer gameplay with mobility, flow, and chained actions

A fairly clear pattern appears across several polls involving Descendants and weapon archetypes.

Dual-Wield was the most popular gunplay concept at around 51.8%, clearly ahead of the other choices. In melee, Chain-blade/Energy Whip reached around 37.5% and Martial Artist around 26.4%, ahead of Spear/Brawler at roughly 14.7% and Greatsword at about 12.7%. For Chill, Ice-skating was the strongest individual concept at around 34.5%, while combining Ice Block, Barricade, and Construct Chain brought the broader Ice Construct archetype to around 39.8%.

These choices share a common theme: they encourage more movement, chained actions, tempo, and active interaction with combat rather than simply standing still and optimizing DPS.

This suggests that future character and weapon design may benefit from more playstyles built around movement, combos, stances, positioning, and interaction between multiple actions.

6. Character identity could expand beyond DPS

The Toxic poll is the clearest example.

When Mud Slow, Neurotoxin CC, and Mind Control are grouped into a broader Control/Disruption family, they account for around 81.4% of the preference. Neurotoxin CC alone reached roughly 52.5%, while Team Healing/Buff was only around 18.6%.

This does not mean existing Toxic Descendants need to be reworked. It suggests that Control/Disruption is a design space players are interested in and that the game has not explored deeply enough.

Similarly, Chill does not necessarily need to revolve only around freeze damage. Ice Constructs, mobility, and defensive mechanics all suggest there are still many ways to create distinct identities within the same element.

7. Matchmaking and mid-run quitting should be treated as part of content design

Drop-in/Drop-out ranking first in the Endless feature poll says more than just “matchmaking matters.”

It suggests that long-form content will struggle if one player leaving can significantly damage the experience for the rest of the group. Systems such as reconnect, mid-run replacement, dynamic scaling, and checkpoints should be considered part of the game mode architecture from the beginning.

If TFD wants to develop longer runs, Endless modes, or activities that require sustained teamwork, solving party stability may be just as important as adding new enemies or rewards.

8. High-skill content has an audience, but it should remain optional

Around 65.3% of respondents directly supported the idea of Descendants or game modes with a higher skill ceiling.

If we also include players who do not personally enjoy that type of content but do not object to it as long as existing content is not nerfed to force participation, around 81.5% of respondents do not oppose the existence of high-skill content.

This suggests that high-skill content can be a reasonable direction for expansion if it exists alongside casual content rather than replacing the current casual power fantasy.

TFD does not need to become a fully hardcore game. It can offer multiple levels of challenge and allow players to choose how far they want to push their mechanical mastery.

9. PvP is not impossible for TFD, but implementation matters more than simply “adding PvP”

The PvP poll was designed to measure direction, not whether the entire community wants PvP.

When the options are grouped into two major axes, around 84.3% of the preference leans toward casual or unranked PvP, while roughly 91.2% favors systems where full PvE progression and build advantage do not dominate PvP. Only around 8.8% chose Ranked PvP using a full PvE loadout.

This suggests that if TFD ever introduces PvP, a casual, normalized, and accessible side mode may be a better fit.

If PvP becomes too competitive in both mechanical skill and gear optimization, TFD would create a very high barrier for its own player base while also competing directly with dedicated PvP games built around esports or competitive ladders.

10. Reusing old maps and content receives a positive signal

Around 66.7% of respondents reacted positively to the idea of introducing random missions on existing maps.

However, this poll bundled several mechanics into one concept, including random events, an hourly schedule, escalating difficulty, and escalating rewards. Therefore, it should not be interpreted as meaning that 66.7% definitely want the exact system as described.

A safer conclusion is that players appear open to having new reasons to return to old maps instead of allowing older content to lose its value completely.

11. Players show interest in greater agency over RNG, but there is no strong consensus

The RNG poll contains nested options.

The Reroll Economy option includes the current system plus the ability to reroll using currency. The Devil Deal option includes the Reroll Economy and adds an additional risk/reward layer.

When these are grouped by their underlying meaning, around 58.2% of the preference leans toward having more control over RNG rather than keeping the current system unchanged.

However, this is only a slight majority, and the level of support differs considerably between communities. It would therefore be too strong to say there is a clear consensus that RNG must be changed.

A more appropriate interpretation is that RNG agency is a design space worth exploring further, especially in modes that use roguelite mechanics.

OVERALL CONCLUSION

The biggest limitation of these surveys is that they mainly represent active community members rather than the entire player base. They cannot accurately tell us how casual players or people who have already left the game would react.

Even so, the data reveals several fairly consistent patterns.

TFD appears to be lacking not only content in terms of quantity, but also variety in how that content is played. Horizontal expansion is clearly being prioritized over vertical escalation. Players respond positively to concepts that introduce mobility, combos, control, constructs, and distinct gameplay identities rather than simply adding another way to deal DPS.

Long-form content needs to be built together with matchmaking systems that can handle players leaving or changing during a run. Endless Dungeon and Endless Defense both have their own audiences, with Dungeon currently preferred. For Endless content in general, rotation and gameplay variability are important if the mode is to avoid becoming another repetitive grind loop.

High-skill content has a place if it remains optional. PvP is also not necessarily impossible if it is positioned as casual, normalized content rather than a competitive ecosystem heavily driven by gear and mechanical optimization.

The common thread across these results points toward a development direction that preserves the value of what TFD already has while expanding the number of reasons and ways for players to keep playing.

reddit.com
u/Bipbipci — 8 days ago