Why are people quitting?

We’ve all seen countless friends and alliance mates quit the game over the last year. Judging by what position is needed to get top 1% in tournaments or events, it’s quite clear that SG has driven half of our players away from the game. What’s more, it’s the experienced, long-time players we’re losing, people who were here before alliance wars existed or Season 2 was released. Losing the OGs of the game is a shame so I’d like to have a string for folks to express why they think so many players are quitting. Please share your thoughts in the comments.


Because they feel that they can no longer keep up with the progression of game and what matters is not what kind of (skilled) player you are, but how much you spend on the game :slight_smile:


Because now a blind squirrel with deep pocket can dominate the leaderboard in any aspect of the game
No strategy or synergy needed anymore
Buy your way up with these heroes that deal $hitons of damage to all enemies
Only whales are having fun
The rest are struggling or thinking of quitting


This right here. Skill no longer really matters in this game.


Whales don’t like to feel “exploited” as well. So they also don’t “have fun” and many stopped playing within the last months.



  1. They got tired of the endless treadmill trying to keep up with the newest heroes

    This is a direct result of either not being willing or able to continue the ever-increasing spend required. Often this leads to the rage-quit we see so often.

  2. They got bored with the game

    This is a direct result of the never-ending grind to progress in the seasons/events/battles/what-have-you. When you hit a progress brick wall you often just go find something else to do.

Both are natural outcomes and happen in many games. It takes a special kind of nutcase to play this game for six years as I have.


Why? I’d say because they’ve been playing for a long old time. 7 years is a very long time to play one game. There are marriages and prison sentences which last less time.
To be fair, money has always talked the loudest in this game and “skill” has hardly ever played a part. It’s usually been, if you get the right board with the right tiles then you’ll likely win. If not, then you’ll likely lose. Not much has changed in that regard really.

Just one gamer’s opinion

Game Well :sunglasses: :mechanical_arm: :desert_island:


Because devs have no idea what they are doing… releasing 1 costume here, 1 there… instead of 3 by 3 or all at once

Because they are creating a game inside their normal game instead of developing the Monsters Island, Raid League, Hero Academy, Some extra buildings at our main city (they shouldn´t create a secundary town called Dungeon of Dragons).

That will be boring where you cannot use normal players at… people will feel even more bored with this stupid game and more will leave soon…

Lucky those who still go to the Google Store and ask for Refunds, and they will get some of them… they just need to decide on the Final Move as they will go negative by a lot on gems because they got refunded for their purchases… those who decide on that… fortunate they are.

Some opened their eyes and saw they have kids or wives almost leaving their house because some spend more time on a stupid game than spending great moments with their families.

Time for more to decide on doing something similar and STOP SPENDING!


Every person’s journey is different. They may no longer find it fun. It could be frustration or a new situation in their life where they have little time. Could be a number of reasons and you can scan through different threads of people quitting to find their reason.


Limit breakers are a problem, to beat a hero you need 7 colored limit breakers and 10 alphas if I’m not mistaken… But who has them? Then stronger heroes always emerge… Then came the Goblins that cannot be countered with Skill and now the legendary troops… These are some of the causes why people stop spending or leave the game


I quit playing December 2022. Not quite “the last year”, maybe partially qualified to answer :). I spent some money early on, and then went FTP until I tried spending a limited amount to get Kalo (which I didn’t get him).

Low-probability summons ended the game for me. You either get lucky or you increase your number of chances by spending. An extended, below-average run of summons left me with no projects to work on. Projecting forward to months of repetition for a few more low-probability summons, I decided to walk away, cold turkey style. “Nothing new to work on” was a fairly common motivator for friends of mine to quit the game also.

As always good luck and have fun :).


I have over 70 Alpha’s collecting dust. Happy to trade if we could :laughing:

Game Well :sunglasses: :mechanical_arm: :desert_island:


Read up on how a donkey will react to a carrot tied in front of him. That’s pretty much what we’ve got. The goal posts can only move so often without removing the motivation for chasing them.


Companies seem to think there isn’t a “cap” on how much profit a game can bring in.

We have a saying in the casino industry… Pigs get fat and hogs get slaughtered.


When you hit a progress brick wall you often just go find something else to do

Problem is, this basically requires that the devs continue to release new heroes and new content to give the end-game folks something to continue to play for. Either folks hit the end game and get bored and leave, or they continue to move the goal posts of what the “high end” of heros can be, and other folks get mad about power creep.


Speaking for myself

I’ve been playing well over six years and initially was very content when smallgiant owned everything. It took a certain amount of skill - (even without top heroes you could destroy your opponent IF you understood the heroes in play, strategized, and thought about your moves before blindly shooting tiles)

But those days are gone. My friends are gone. Old faithful alliances crushed by the constant changes. Heck, in my opinion they should restore all of the previous nerfs to our toons considering the beasts they assault us with every. single. day…Skill used to be a factor…. It isn’t really needed anymore.

Anyway, once zynga came into play, I knew things would drastically change, and not for the better. In my opinion, I was right. (They’ve done this very same thing to other games I’ve played) I expected nothing less from them here…

So present day, I’ve been on my way out a little over a year now. But it’s becoming easier every day. I play with a small group of 5 friends. I don’t care about titans and events. I care even less because of the constant bombardment of offers, jacked up prices, and new toons with diminished odds. I miss the old game days … I really miss my friends…. But they’re gone and more going and I’ll be gone too ……I know it doesn’t matter to the current game owners even though it should…they’re in it for the money - but theyve destroyed the old magic for me. It’s not coming back and sadly neither are many of their old and loyal players.

They’ve depleted the bank and have sucked away my fun.


Looking at this as an investor… (warning: wall of text)

All computer games have a life cycle. It’s incredibly rare for any game to be “evergreen”.

In the case of traditional (purchased) games, generally hardware advances mean that an original game ceases to operate on newer machines, and eventually the gameplay looks so dated on newer hardware that there’s no economic sense in porting the title to newer hardware. The oldest surviving traditional games I can think of are ones that developed active modding communities, so when the original game ceased to be supported by the publisher, the community kept it alive porting it from platform to platform. (Baldur’s Gate 1 is the longest continually surviving traditional property that I can think of, but I’m sure other gamers on here can think of ones that go back past 1998)

For subscription-based MMOs, there’s a point at which subscriber volumes peak, then as they diminish there’s generally a cliff edge at which the subscriber volumes are no longer sufficient to maintain the game at a competitive quality. WoW is the genuine rarity that achieved so many subscribers that it has the annual budget of a Hollywood blockbuster with which to keep the franchise going.

For “freemium” mobile games, the whole business model depends on walking a constant tightrope between player frustration (rationing the play time & advancement), player churn (replacing the ones you turn off with frustration), and barrier to entry - the gap between new players and established players. Angry Birds is an astonishing property in that it somehow manages to still be fun to play, and still has plenty of F2Ps after all these years.

In terms of where E&P is now… I wouldn’t invest. The gameplay is pretty stale - it’s RNG based match 3, which let’s face it isn’t original (Puzzles and Dragons and Candy Crush are a lot older than this). The only differentiating factors the game has are the hero development (quite similar to P&D but more international) and the social Alliance element.

For a game with pretty stale gameplay, you’ve got an inherent conflict between getting new players invested and keeping old players invested.

The barriers to new players are pretty insane - you need to reach level 60 before your WE accumulates at the same rate as an established player, assuming you log in once every 10 hours. You need to play for about 1.5 years to max your base and get your production lines running at the same speed as an established player. Zynga must have the stats on new players reaching “maturity”, in terms of being on a level playing field resource wise as established players, and it can’t be pretty.

For established players, they need to constantly manufacture frustration to keep the spending going, and frustration always comes at a cost of driving players away.

With established players leaving faster than they’re replaced by new players reaching maturity, you’re basically looking at a proposition of “how do I maximise the remaining cashflows from a game with a declining player base?”

So… you make it cheaper for new players to buy their place at the table (give them uber heroes that make yesterday’s heroes irrelevant). You accelerate spending between the hopelessly addicted with deep pockets. And you wave goodbye to the long term F2Ps who weren’t helping you keep the game running anyway.


My main reason boiled down to this:

The game took too much time to play at a high level; and it was always on SG’s schedule, not mine. Additionally, the time invested wasn’t really worth it compared to focusing on real hobbies.

I did feel that the focus of new features in the game was to bring in new money over retaining the old guard. Personally, I was really excited for Monster Island. It’s too bad it sounds like it never really got fully launched after the beta. It was a novel idea that the game really needed.

Anyways, new money over old is a perfectly fine business model, but it means that quitting players is part of the natural cycle.

It was fun for a few years, and I met some lovely people along the way. :slight_smile:


Had two retire within this last week. Both with atleast six years into it. It’s not just one thing or two. But it’s a compound of multiple things that can make folks retire. Then there’s just fatigue. The funny thing is,is that there’s nothing ‘up there’.

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Game is all about money now. Eat more Tacos!