Yes, that's why the previous changelogs are rife with updates that smooth out and lessen the difficulty curve. Because of my confirmation bias. Thanks for letting me know.
The data I work on is aggregate with older versions when my subscribers also complained about gaining trust and attraction and it showed in the numbers ─ so I fixed it. Have you considered that people might also use hyperbole to emotionally manipulate you into changing something? For instance, stating that the game is unplayable? Why pick the side of the argument that puts down a one-liner hyperbole over the side that uses data-driven surveys and has a vested interest in making the game playable?
because again, you're listening to people who agree with you or are likely to agree.
you hear what you want to hear.
the voices of the non-paying players are also valid and need to be considered as such, because you are sharing the game for free and you're engaging with said audience here!
you've made increments and small steps, but you have not really adressed the
fundamental issues with the core mechanics, progression and content of the game.
you've essentially smoothed out some of the sharp drops, but you've failed to address the deeper issue that's creating the overarching valley in the experience as a whole. this is a textbook example of a band-aid approach to development; reactionary, knee-jerk fixes that fail to tackle the root cause, while only listening to those who are likely to agree with you, reinforcing the cycle.
it's all here for you to see, but you're ignoring most of it, so there's no point for me to list these issues for you.
I know your type. you'll never admit anything and you'll never agree with anyone else who doesn't share your views.
because anything else is just crazy noise, of course.
good luck. as it's going to be a bumpy ride for you.