Diablo 4 Season 8 Midseason Feedback: Key Issues and Concerns

Season 8 introduced bold changes, but several design choices have fragmented the endgame, reduced rewards, and limited build diversity, leading to a less engaging experience compared to previous seasons. Below, I outline the core issues and propose actionable solutions to restore the fast-paced, rewarding gameplay that defined Diablo 4’s best seasons.


1. Chance-Based Glyph Upgrades Undermine Tangible Progress

  • Issue: Replacing the measurable glyph XP system with a chance-based upgrade mechanic introduces excessive RNG. Players can run high-tier content without earning glyph upgrades, which feels unrewarding.
  • Impact: This shift erodes the sense of control and progress, frustrating players who invest time in challenging content.
  • Suggestion: Either remove the chance-based glyph upgrade system entirely and restore a fully deterministic glyph XP progression system, or allow Nightmare Dungeons to provide guaranteed glyph XP while keeping The Pit as an option for a chance at glyph level-ups.

2. Slower Build Progression Compared to Seasons 4 & 5

  • Issue: Seasons 4 and 5 offered rapid time-to-power with build-defining tools and flexible progression. Season 8 slows leveling, gearing, and power growth, making the journey to endgame builds feel unnecessarily prolonged. Additionally, players tend to play primarily during Mother’s Blessing events for the XP boost, effectively making this boosted rate their “regular” experience gain. If players always have Mother’s Blessing active when they choose to play, it becomes the expected XP standard.
  • Impact: This slower pacing dampens the excitement of experimenting with new builds and weakens the seasonal power fantasy. The reliance on Mother’s Blessing highlights that the base XP rate feels inadequate, and the event’s boost should be the norm if it’s what players expect.
  • Suggestion: Increase base XP gains, loot drop rates, and access to build-defining items to match the brisk pacing of Seasons 4 and 5. Either normalize the Mother’s Blessing XP boost as the standard rate or remove the event entirely to align progression with player expectations.

3. Limited Gear Drops Stifle Build Experimentation

  • Issue: Reduced gear drop rates restrict the ability to experiment with new builds, a cornerstone of Diablo’s loot-driven gameplay. Fewer drops mean fewer opportunities to test synergies or pivot strategies.
  • Impact: This limitation stifles creativity and pushes players toward meta builds, reducing replayability.
  • Suggestion: Boost gear drop rates, especially in high-tier content, and introduce targeted loot systems (e.g., loot filters or activity-specific drop pools like a working undercity) to encourage experimentation.

4. Lack of Unique and Aspect Support Limits Build Diversity

  • Issue: Not every skill has dedicated Uniques or Aspects, leaving some skills underpowered or unviable. This restricts build diversity and funnels players into meta builds.
  • Impact: Players feel constrained, unable to explore creative or off-meta playstyles, which reduces long-term engagement.
  • Suggestion: Expand the pool of Uniques and Aspects to support every skill across all classes, ensuring each skill has viable, build-defining options.

5. Masterworking’s Punishing RNG

  • Issue: Masterworking allows up to 12 gear upgrades, with certain ranks offering a 25% chance to boost a single affix. If this bonus lands on a “dead” stat, the item may become relatively unusable, and without checkpoints, players lose significant time and materials.
  • Impact: The high risk and lack of control discourage investment in Masterworking, making it feel punitive rather than rewarding.
  • Suggestion: Introduce safety nets like affix locking, checkpoints at key ranks (e.g., 4/8/12), or reroll tokens to mitigate RNG. Alternatively, allow players to target specific affixes for meaningful upgrades.

6. Overworld Cellars Need a Buff – Not Worth Farming for Resources

  • Issue: Nightmare dungeons may be getting reworked but what about overworld Cellars. Marked as orange in the Tool-Tip as optimal locations for farming materials like Iron Chunks, Cellars yield minimal resources, often in single-digit amounts. These rewards feel negligible compared to the effort required. Additionally, resource yields do not scale with World Tier, so higher tiers increase difficulty without improving rewards.
  • Impact: The lack of scaling and low yields make Overworld Cellars inefficient and unrewarding, discouraging players from engaging with them, especially at higher World Tiers where resource demands are greater.
  • Suggestion: Increase resource drop rates in Overworld Cellars and implement scaling based on World Tier to align rewards with difficulty. Alternatively, add unique loot or incentives (e.g., rare materials or gear) to make Cellars a compelling activity.

Overall Impact: Growing Player Apathy

The combination of a fragmented or lacking endgame, restrictive loot, unrewarding systems, and inefficient activities has diminished the experimentation and excitement that defined Diablo 4’s best seasons. This risks player apathy, as the core loop feels less engaging than in Seasons 4 and 5.


Summary of Suggestions for Blizzard

  1. Reintroduce glyph XP to Nightmare Dungeons or allow it across multiple activities.
  2. Either remove chance-based glyph upgrades for deterministic XP progression or allow Nightmare Dungeons to offer guaranteed glyph XP while The Pit provides a chance at glyph level-ups.
  3. Increase base XP gains, loot drops, and build-defining items to match Seasons 4 and 5, and either normalize Mother’s Blessing XP as the standard or remove the event.
  4. Increase gear drop rates and add targeted loot systems to promote build experimentation.
  5. Expand Uniques and Aspects to support all skills, enhancing build diversity.
  6. Add safety nets (e.g., affix locking, checkpoints, or reroll tokens) to Masterworking.
  7. Boost resource drops in Overworld Cellars and scale rewards with World Tier, or add unique incentives to make them worthwhile.

Final Thoughts

Diablo 4 thrives when players feel empowered to experiment, chase rewarding goals, and engage with diverse content. Season 8’s changes, while ambitious, have slowed progression, limited creativity, and made some activities feel unrewarding. By addressing these issues, Blizzard can restore the fast-paced, loot-driven fun that made Seasons 4 and 5 enjoyable.

9 Likes

1 - Wouldn’t mind a change like this in all honesty. I’ve always advocated for more ways to level our glyphs. This is a nice work around.


2 - I know some will disagree with this, but I wouldn’t mind this either. One of the bigger issues early on is getting the right aspects for your build you want to play. Whatever happened to the build-themed caches? They were just basically forgotten.

I think if they allowed us to gain one random aspect we don’t already own from a dungeon, or other activity, it would also help a lot. Just the base level of the aspect of course.


3 - I would say the issue is more so that people are after specific stats on gear that drops, and when you limit the drops it forces players to either play more, or trade. So maybe a little more customization on what loot drops. For example a tribute for the Undercity that gives an increased chance for a specific stat you want to show up on the gear that drops.

Something along those lines anyway. It’ll still be RNG, but with a better chance at getting what you want. So maybe you want CDR on a helm, so the tribute guarantees CDR, but the other stats are random. Giving you a better chance at what you actually want. You still have to work for it though.


4 - I think this will be an ongoing thing over the years they support the game. They’ve already reworked, tweaked, and added a lot of aspects and unique since launch. There’s only so much they can add each season. I agree with you, I just think it’ll take some considerable time.


5 - I’ve seen this suggested numerous times, wouldn’t bother me either way.


6 - Yea… yea… cellars are like the red headed step child right now. There’s no point in completing them unless they top you off for whisper completion. I don’t necessarily say they need to be more enticing, but rather removed myself. Focus on the other parts of the game, and get rid of the smaller things no one interacts with.

My philosophy is we don’t necessarily need more content, we need better options within the content we do have.

3 Likes

I do not agree that XP needs to be increased. I think I’m already leveling too quickly.

I think that itemization is bad, but I don’t think increasing drop rates will necessarily make it better. I think the problem is more that the good, highly desirable items have the lowest chance to drop.

Reiterated to enhance & reinforce truthiness. Improving cellars is the last thing I think they need to do.

TARGET TARGET TARGET, fire for effect!

3 Likes

I don’t want faster xp. I want it slower than S8. I want to spend some time on each level (1-60) so that leveling feels like it matters. If we’re gonna level up every time we blink, they may as well just start us at 60 with a full set of random 750 legendaries.

Then i can twink out my successive characters and enjoy a more powerful 1-60 experience.

3 Likes

I think the issue comes with balance and expectations. For example if you have more time to play, the 1-60 grind, along with the 200+ paragon grind is probably fine right now. I’d even venture a guess some people want it to be slower.

However if you don’t have as much time to play, and/or your goals are getting the seasonal objectives done, or trying out new builds for the endgame, you may want that process sped up some.

Just depends on the person of course. Neither side is wrong. However one side will definitely be disappointed if the devs decide to focus on one over the other. At the same time both sides will be equally disappointed if it’s in the middle with no wiggle room or options for either.

3 Likes

You know what’d be funny… having a nice, slow, methodical 1-60 leveling pace… then adding a PTR goblin for the people who don’t want to level 1-60… and then watching people complain that they’re forced to use the goblin.

5 Likes

At some point between level 59 and 60 3 butchers jump on you if you defeat them a portal opens to Greed’s vault.
If they defeat you, you go back to level 50. This can only happen once you cannot repeat it. One and done.

3 Likes

My issue is the failure to consider the seasonal aspect for leveling. To feel fulfilling to serious and semi-serious players (people with jobs who never the less play everyday with increased times on weekends) need to complete the basic tasks during the short season. In recent seasons I was able to level all my glyph’s, acquire necessary mystics, approach the Pit levels of the professional players and hit Paragon 300. I’m not sure if I will hit all of these marks this season and it appears it will be even harder next season.

It is pointless if the developers create objectives and than make those objectives unreachable for nearly the entire player base.

1 Like

Had to stop reading after the want for base XP increase, it already only takes hours to level, how fast do you want it to be?

4 Likes

Fast enough to complete any build in a season by this definition:

I was thinking, “It would be nice if Buzzard would just tell us why the Eternal realm exists.” & then it occurred to me: Eternal isn’t where seasonal characters go to die, it’s where Buzzard expects you to “finish your build” after the season is over.

1 Like

You give well thought out, structured feedback. Unfortunately, it’s wasted on Blizz. These dudes have stopped even pretending to improve the game.

2 Likes

I don’t mind my first character in a season being a bit of a grind, but my second and third characters I find it awful to level them.

WoW has a system for every max level character up to a cap, you get bonus exp on your alts. I wouldn’t mind something like this, again like other suggestions, maybe have it be a toggle option. Ideally this would be split between seasonal characters and eternal ones. So you max level eternal characters do not provide the bonus to seasonal ones.

2 Likes

honestly tldr so i skipped to your final thoughts and i agree fast pace loot casual let’s go!

1 Like

well my feedback would be - make the game stable so it runs on RTX 4060’s and year old PC’s… quitting the game after 2 months of trouble shooting fenris errors, stress testing hardware, running hardware error tests, reinstalling and rolling back drivers along with running the game in low/mid/high graphics settings, turning off ray tracing/DLSS etc etc.

This game is the most unstable game I have ever played in 20+ years of gaming. Its absolutely unplayable which is a sad because I actually really enjoy it.

2 Likes

A possibility would be allowing the use of Paragon points, from a character’s start when you hit that 2nd charrie in a season.

1 Like

finally took the time to read. i agree n like it

i would add eternal realm needs seasonal journey rewards and the game needs the mmo camera added
casual-friendly diablo theme mmo is ez w

1 Like