![]() Throwing money at the game won’t help that much, either, as you’ll need hundreds, if not thousands of dollars to make significant gains from the start, especially now. When it comes down to it, the investment needed to get into even the 20% of most activities, which I see as close to mandatory to keep up, is too large and too much work for those starting out. ![]() Rune engraving is way too powerful as it is and should be nerfed for example, I’m already past level 20 runes for each class (I’m still unsure what the max is), and that’s boosting a number of stats by 200-300%. If you aren’t putting in the extra 150 rubies (or 120 when on sale) every day, you’ll be falling far behind – same can be said about getting a late start on it. The more requests you get, the more capable your main character is. The more runes you get, the more powerful your allies are. These two new systems in particular only help complicate things further as those with enough rubies (the in-game currency) will be able to sprint faster and make exponentially more progress than those who don’t realize it, or just plain can’t pay for extra runs. Based on a specific day, one of these dungeons will be open, but you can also buy an extra session once per day, per dungeon. The Request system is another way to enhance your own creatable character upwards of 15 levels, while Runes help boost stats for specific classes, such as Paladin, Rogue, Mage, etc. For starters, the Daily Dungeon makes a return in a big way, allowing you to collect resources in the form of allies, jewels, essence, and the newly-introduced runes and request scrolls. This introduced a number of improvements and a couple of systems to explore, but in the process, it widened the gap between new and existing players by an even greater margin. The complications are really presented with Chapter 5. You can notice a substantial drop off as the week went on: For reference, here are (roughly) the records of how many players participating in the various modes between January 15 and January 21. While 8k active users isn’t anything to scoff at, with the next monumental ally update being presumed to be around four months way (Overlords), it’s going to be a long, uphill battle for Dragon Blaze. Even looking at the Korean server’s population, it’s not what it once was, halving its participation over the last year. Now, we were able to make it into Chapter 5 thanks to a relatively maintained user base, but there’s growing concern moving forward. Even some of the higher tier members were leaving the Guild to help out with newer players to attempt to diminish this bounce rate. I still remember talking with my former Guild leader and members during the Dark Souls Key phase, all of which expressed concern we wouldn’t even see a Chapter 5 if things didn’t improve. Each time we see a milestone for Dragon Blaze we generally see a boost in players, but the bounce rate seems much higher than normal. We’re less than two months into Chapter 5 and things have already dropped off substantially. ![]() Even a couple of months ago we saw between 10-12,000 in most World Boss fights. For example, Shariet on Janusaw fewer than 7,500 participants, which is around half compared to when the boss made its debut less two years ago. I’m only in the American server, so I can’t speak for the SEA and European’s situation, but the decrease in population can be seen in activities such as World Bosses week after week, much quicker than usual. ![]() Most of my concerns have come down to the population decrease over the last while. So what’s going on with Dragon Blaze? To put it simply, it’s becoming too complicated and discourages new players. It doesn’t seem like I’m the only one struggling staying on, as week after week I read stories of longtime fans leaving, and the overall participation in activities, such as World Bosses and Guild Battles, has been decreasing. I’ve already quit twice over the last eight months and even though I’ve ended up coming back both times, my involvement in its activities and community has been considerably lessened. What happened to Dragon Blaze? It’s a game that I’ve played ever since it launched globally almost three years ago and have had a lot of enjoyment with, but it’s also a game that I’ve questioned the longevity of all too often.
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