Quote Originally Posted by Tsurayu View Post
If that's the case, then I question why you all aren't hanging out together and engaging in other forms of media and entertainment if you, and possibly at least some of your friends, are so upset with this game. Watch some movies together, play some other games. I can't help but feel like if your relationships in this game were so important to you that you wouldn't complain so vehemently about the game.
Question your local librarian about 'theory of mind' instead, because you seem to expect everyone to think like you do. Half my friend groups are as critically-minded as I am and we have all kinds of fun dunking on the game's poor choices while playing it.

Quote Originally Posted by ThorneDynasty View Post
Honestly I doubt the average player thinks too deep what makes the game fun for them. Hell, you could probably increase WAR's Fell Cleave damage by 1000% and reduce Holmgang CD to 30s and half the players would gush about how "badass" it makes them feel playing the game, for a while. Then you'd never hear from them again after they quit playing, because Id is easy to feed but easy to bore too.

It's a huge fallacy to claim to know what some nebulous silent majority wants though. That's kind of the thing about "silent". It's not a real argument. You might as well say God is on your side - Everyone always thinks that.
Riot Games made a post on the League of Legends devblog once upon a time about the Ultra Rapid Fire (URF) game mode, which they only enable as a special event. In URF, most skills have no cost or cooldown so you can fire them at will instead of needing to think and strategize and outplay your opponents as in normal game modes.

The thrust of the dev post was that people flooded into the game mode when it was turned on, but when it ended, participation in the game overall went down, meaning it actually caused some regular mode players who tried it out to quit playing the game afterward.

The easy dopamine hits of URF mode actually had the effect of cheapening a complex, long-legged game and turning it into a disposable experience.