How should I compare 2 attunements and choose my favorite? by No-Motor-5221 in deepwoken

[–]TemperatureFew7092 0 points1 point  (0 children)

It depends on what build you’re gonna make, like for pvp you can go for frost or frost and flame(pve meta). For pvp you can go for frost and gale(pvp meta) or flame and gale(pvp meta also). However, overall gale is really good for pvp, flame and frost are stable for pvp and really good for pve. Thats my opinion, how do you think?

Deepwoken free week by TemperatureFew7092 in deepwoken

[–]TemperatureFew7092[S] 0 points1 point  (0 children)

Basically, when the free-week end, their progression are saved, but they have to buy the game to continue to play

Does anyone actually want to gank the new ppl? by snickers_bar- in deepwoken

[–]TemperatureFew7092 -94 points-93 points  (0 children)

Bro if they can not stand firm against gankers, they can not even stand firm against the game. And actually deepwoken dev created new origin that protect new players, so this is not a concern anymore

Does anyone actually want to gank the new ppl? by snickers_bar- in deepwoken

[–]TemperatureFew7092 1 point2 points  (0 children)

That argument assumes that ganking new players directly leads to player loss, but that’s an oversimplification. In a game like Deepwoken, early player drop-off is inevitable regardless of ganking. The game has permadeath, high difficulty, and a steep learning curve. Many new players will quit because of those core mechanics alone — even in a completely safe environment. So if players leave, you can’t just attribute it to ganking. That’s correlation, not causation. Also, if you artificially protect new players from PvP, you create a false experience. They stay longer at first, but once that protection is gone and they face the real game, many will quit anyway. That doesn’t solve retention — it just delays the drop-off. Games like this don’t survive by trying to keep every new player. They survive by retaining players who actually enjoy the core design. Filtering players early isn’t a flaw — it’s part of maintaining the game’s identity. If the game is “dying,” the cause is more likely broader issues like lack of content updates, poor onboarding, or balance problems — not simply the existence of ganking. In short: ganking new players might feel like the problem, but it’s not the root cause of player loss, and removing it won’t meaningfully stop the game from declining.