Hey fellow Nephalem,
After spending a good chunk of time in Season 6 of Diablo IV, I wanted to share some thoughts and observations on a few critical aspects of the current gameplay experience. This season brought some exciting content, but there are definitely some pain points that need addressing. Here’s my breakdown:
- Paragon Level Curve – Too Steep for the Average Player
One of the most frustrating aspects this season is the paragon level curve. The exponential increase in XP requirements versus the linear XP gain is extremely punishing. As some top-tier players and streamers have pointed out, even with optimal farming strategies, it can take upwards of 90 hours of pure grinding just to hit the highest paragon levels. This means foregoing core gameplay enjoyment—no looting or exploring mechanics—just mindless pit runs back-to-back.
Why not adjust the XP scaling so that harder pit runs provide exponential rewards? Right now, a 2-minute run on a level 110 pit grants more XP than a 13-minute run on level 140. This discourages players from pushing challenging content, which should be the opposite of what the game promotes. Harder runs need to be more rewarding, both in XP and drops.
- Frustrating Aspect Rolls on Ancestral Items
Ancestral items should feel exciting to find, but too often, they come with disappointment due to low aspect rolls. It’s infuriating when you get an ancestral unique with 2-3 Greater Affixes only for it to have a minimum roll on its aspect.
I propose a solution: introduce minimum roll thresholds based on the number of Greater Affixes. For example:
- 1 GA: Minimum aspect roll cannot be below 30%
- 2 GA: Minimum aspect roll cannot be below 50%
- 3 GA: Minimum aspect roll cannot be below 70%
- 4 GA: Minimum aspect roll cannot be below 90%
This way, when you finally hit the jackpot of affixes, it doesn’t feel undermined by a weak aspect roll. This should apply to legendary aspects too, where the maximum roll can only happen on ancestral items. Non-ancestral items should have their maximum rolls set as the floor for ancestral item rolls.
- Drops in High-Level Pits – Overhaul Needed
When farming pit levels above 90, you’re usually seeking ancestral items, not standard legendaries. It’s disheartening to spend time on high-tier runs and walk away with a stash full of common legendary drops.
A revised drop system could be game-changing:
- From Pit 90+, guarantee at least 1 GA item.
- From Pit 100+, guarantee at least 2 GA items.
- From Pit 110+, ensure 3 GA items.
- Pit 140+ could guarantee at least 1 item with 2 GA, reinforcing the idea that pushing harder content has tangible rewards.
This would provide much-needed motivation and make high-level content feel genuinely rewarding.
- Class Balance – Strong But Not Perfect
Overall, class balance in Season 6 is commendable. The team has done a good job refining most classes to feel competitive and viable. However, Spiritborn remains a glaring outlier that tilts the balance unfavorably. Addressing this specific issue would make an already solid balance foundation even better.
- New Mechanics – Thumbs Up for the Undercity
The introduction of Undercity mechanics was a refreshing change. I particularly enjoyed the strategic depth added by rune tributes. However, collecting only 4 runes per run feels a bit low, especially when aiming to maximize tributes. Slightly increasing this number could enhance the gameplay loop and make the system feel more rewarding.
- Dark Citadel Raid – Strong Design
The Dark Citadel raid has been a highlight, with well-crafted mechanics that keep players engaged. Without the dominance of Spiritborn, the raid is enjoyable and challenging in a balanced way. It’s a step in the right direction for cooperative, high-stakes content.
These changes could make the game more enjoyable striking a better balance between fun, challenge, and reward. What do you all think? Let’s discuss and push for improvements that keep Diablo IV thriving!
Stay safe in Sanctuary,
Dragisnaj