ℹ ggiThoughts - Sanctification - Why It Doesn’t “Fit” in Diablo 4

I’ve no doubt this may get people to break out into discussions, which I highly encourage by the way, but this is just my take on why Sanctification doesn’t quite “Fit” with the current state of Diablo 4, and the direction it’s been heading.

Just to clarify I actually like Sanctification, but I feel it does contradict the current state of Diablo 4, and why it’s getting backlash.

For those interested:


 
For those who like to read instead, I’m going to leave the full script, horrible grammar and spacing unaltered:

Sanctification - Why It Doesn't 'Fit' In Diablo 4 - Click Me

Sanctification and Why It Doesn’t “Fit” in Diablo 4

INTRODUCTION

Hey all, it’s Iggi. Lately, a lot of discussion around Diablo 4 has focused on loot, RNG, and progression. So it got me thinking about why players are so divided.

One phrase the devs use a lot is that new systems have to “fit within Diablo 4.” And I think that idea explains more of this debate than people realize.

At the heart of it, the issue isn’t just randomness. It’s expectation. Should the time you invest guarantee results? Or should it just increase the odds of something exciting happening?

Sanctification has brought that tension into focus. Some players see it as a fun system, others find it frustrating, and that split reveals a deeper design choice in the game.

So let’s break down how Diablo 4 handles progression, what it teaches players to expect, and why Sanctification might not actually fit the game it’s in.

SETTING EXPECTATIONS

First off, a quick point to keep in mind.

Disliking RNG does not mean you want the game easier. Liking RNG does not mean you want suffering or wasted time.

this debate is really about expectation.

Diablo 4 has conditioned players to expect deterministic outcomes given enough time played. You know that if you play long enough, you will get the item you want. Even Mythics follow this logic now. If it does not drop, you craft it. If the roll is bad, there are systems to correct it.

And that’s not by accident. Diablo 4 has always been built around having the right pieces to make your build work. Over time, that reliance has shifted more toward uniques, but the core idea hasn’t changed.

After a while, you just take it for granted that putting in the hours will get you what you need, which sets a specific expectation for all future systems.

THE TWO PHILOSOPHIES

This is basically where the player base splits into two groups.

On one side are players who value RNG as a core part of the genre. Loot is about discovery. You find something interesting, and instead of it deciding your build for you, it opens up new options and nudges how your build evolves.

On the other side are players who want control and consistency. They want their time to actually feel like it counts. RNG is fine, as long as it’s limited or something they can fix over time. If they put in the hours, they expect to feel themselves getting closer to a goal.

And both of these philosophies are completely valid.

The problem is that Diablo 4 leans hard into one of them, and then occasionally does the opposite.

DIABLO 4’S CURRENT DIRECTION

This part matters, because it explains a lot of the frustration.

Over time, Diablo 4 has steadily moved toward deterministic systems. Smart loot prioritizes stats that actually matter for your class. Target farming lets you go straight after the items you need. And recent changes to tempering and masterworking removed the risk of permanent failure.

Taken together, these systems all point in the same direction. The game is built around making sure your time turns into progress.

It’s part of the game’s core philosophy now.

And that context matters, because it completely reframes why Sanctification is controversial.

WHY SANCTIFICATION FEELS DIFFERENT

In a vacuum, Sanctification is not an extreme RNG system. Compared to older ARPGs, it is relatively mild.

But Diablo 4 is not operating in a vacuum.

Sanctification exists in a game that now mostly promises control. Over time, Diablo 4 teaches you that you can fix bad rolls and eventually get exactly what you’re chasing.

Sanctification doesn’t.

For players who enjoy RNG, Sanctification feels like one of the few remaining systems where the outcome is uncertain, and therefore meaningful when it hits.

For players who expect deterministic progression, it can feel frustrating. Not because it is random, but because it withholds power they feel they’ve already earned through effort.

Both reactions make sense.

They’re just coming from different expectations made by the same game.

OPPORTUNITY VS CERTAINTY

This is the core philosophical divide.

Traditional ARPGs reward time with opportunity. The more you play, the more chances you have at something great, not a promise that it will happen.

Diablo 4 rewards time with certainty.

That shift changes how players look at loot, how failure feels, and ultimately whether RNG comes across as exciting or unfair.

Once a game promises outcomes, you cannot selectively reintroduce high stakes randomness without backlash.

That is not entitlement. That is learned behavior.

WHY RNG FEELS DIFFERENT IN D4

And this is the key difference. This is where Diablo 4 fundamentally breaks from that model.

There’s an important disctinction that often gets lost in this debate.

In older ARPGs, RNG didnt block your ability to play the game.

You didn’t need specific items just to function. You could farm anywhere, kill anything, and any drop had the potential to be interesting. Loot could make your build better, faster, or stronger, but it usually didn’t decide whether your build worked at all.

Randomness and progression were mostly separate.

That’s no longer the case in Diablo 4.

In diablo 4, builds are defined by specific items, aspects, and affects. Miss one key piece and your build can fall apart. Because of that, the game can’t afford to leave core progression up to chance. It has to make sure you get what you need.

That’s why smart loot exists, why target farming exists, and why tempering and masterworking became deterministic. Diablo 4 is built around giving you the right pieces, not around hoping you stumble into them.

Another big difference is progression pacing.

In older Diablo games, like Diablo 2, each difficulty tier acted as a step forward. You’d farm one level of content, level up, improve your gear, then move onto the next. Random drops felt like bonuses along the way, not requirements you were stuck waiting on.

Diablo 4 flattens that structure. Once you hit level 60 and step into Torment 1, every piece of high end gear is already on the table. (pause) Higher difficulties just improve your odds at better versions of the same items, not entirely new layers of progression.

Because of that, randomness gets pushed to the very end of the item journey.

That’s where Sanctification comes in.

Sanctification is the final step. Once you apply it, the item is permanently locked. There’s no rerolling, no fixing it later, no adjusting around a bad outcome. It’s permanent.

So when randomness shows up here, players can’t interact with it or work around it. And that’s why it feels different from Classic Diablo RNG. Not more punishing just out of place in Diablo 4 specifically.

HOW THIS EVOLVED, AND WHY Path of Exile IS DIFFERENT

This also helps explain why games like Path of Exile handle RNG so differently.

In Path of Exile, both PoE 1 and PoE 2, gear is extremely random, but the game gives you tools to influence outcomes instead of promising results. You can reroll items, modify affixes, use different currencies, target certain bosses, or lean on crafting systems to improve your odds. None of that guarantees you get exactly what you want. It just lets you push probability in your favor.

That keeps randomness at the center of progression. You are rewarded for knowledge and effort, but there is always uncertainty. Even when you do everything right, the outcome is never locked in. That is the expectation PoE sets from the start.

Diablo 4 takes the opposite approach.

Over time, it teaches players that if they put in enough hours, they will get what they need. If an item does not drop, you can target farm it. If the roll is bad, you can fix it. If a system feels too punishing, it usually gets smoothed out. Eventually, most players get their builds working.

The one real exception is how far a build can push into The Pit. At that point, progression stops being about finding better items and becomes more about tuning, scaling, and balance rather than loot itself.

That is not a mistake. It is a deliberate design choice.

But once a game commits to that philosophy, a system like Sanctification stands out. It brings high stakes randomness back in at the very end, in a game that has otherwise trained players to expect control.

WHERE RNG STILL FEELS BAD

Even with smart loot and all the deterministic systems in place, some friction still slips through.

Amulets are the clearest example. For a lot of players, they’re still disproportionately painful to roll well, even compared to other slots that have improved over time.

When most of your gear feels reasonable to chase, the slot that doesn’t stands out immediately.

That feeds right back into the expectation problem.

When nine systems reliably move you forward, the tenth feels broken, not challenging.

WHY BOTH SIDES ARE STILL FRUSTRATED

This is why nobody really feels satisfied.

Players who enjoy RNG feel like the loot hunt has mostly disappeared. Too many rewards are predictable. Real chase moments are rare. When you know everything will eventually be handed to you, the excitement just is not there.

On the other side, players who prefer deterministic systems get frustrated when randomness blocks required power. Sanctification rolls feel less like tension and more like a setback, because the rest of the game trained them to expect control over their progression.

So you end up with the same system annoying two completely different groups, but for opposite reasons.

That is not a player problem.

That is a design contradiction.

Season 11 doesn’t change the debate, but it makes it more visible because Sanctification is the only major RNG system in the spotlight.

THE REAL ISSUE

The divide in the Diablo 4 player base isn’t about RNG versus no RNG.

It’s about whether the game guarantees results for your time, and how gear defines progression.

Diablo 4 makes this clear: you can’t reliably progress without the right items. Loot is abundant, and targeted farming makes it easier to eventually get what you need, but progression is still defined by gear. Specific builds require specific items to function, and the systems in the game have been designed to make sure you eventually get them.

Recent patches have reinforced this deterministic approach, shaping exactly what players expect from their time investment.

Sanctification is the final step in the item journey, where RNG decides whether your item is fully usable or not. That clash with the rest of the game is exactly what players are reacting to.

OUTRO

If Diablo 4 wants to bridge this divide, it doesn’t need to remove RNG or fully commit to determinism.

It just needs to be clear where each belongs.

Core progression should respect player time. Aspirational power can embrace uncertainty.

Until that line is drawn, systems like Sanctification will keep sparking arguments—not because players hate RNG, but because the game hasn’t clearly decided what it wants to be.

And that is the real issue.

26 Likes

Prior to watching I will say nothing really fits.

Itemization is to basic and uninteresting

Tempering and mwing are pointless with guaranteed outcomes

The loot hunt is non-existent which actually makes sanctification fit into the current system.

If they do a complete itemization overhaul I would agree sanctification may not have a place.

1 Like

Good review Iggi :+1:

Basically what I go into, the game is setup for deterministic outcomes, because progression is tied around items and aspects, without them your builds quite literally don’t work. Which is in stark contrast to other ARPG’s where they’re just bonuses and helping you to enhance your build.

D3 did the same thing, where the items were the main focus for progression, not your levels or the skills you decided to invest in. Therefor the game has to have deterministic outcomes, otherwise you just have people constantly trying to finding the right needles in the haystack to make a build work. Which leads to frustration and burn out.

It is really getting backlash? I mean, every single thing that has happened in Diablo 4 the last 2 years (and beyond) have had backlash. But what Sanctification is receiving seems like nothing compared to much of the other new stuff.

I recall how people were basically spamming new threads on Tempering every other second, at some point.
If anything, Sanctification seems like one of the most liked new features D4 has seen. And the season it was introduced in, is seemingly keeping players around more than previous seasons did.

I sure wish more people were like you!

Isn’t that exactly why Sanctification fits perfectly into D4?
Blizzard keep flip flopping on the game. This is just the newest flip.

Yep. Move those “required” items to the skill tree already.

And why is Sanctification not aspirational?
Isnt that exactly why it is designed as the final step. The step beyond the core progression.

6 Likes

I have a sneaking suspicion that the skill tree changes they are previewing for LoH will be aimed at doing this. I certainly hope so anyway. It is ridiculous for so many skills to be nigh unplayable without specific Unique(s) and/or Aspects.

4 Likes

There’s only one thing I feel compelled to disagree with. I agree with you overall but not this,

I think the main issue I have with this mindset, which is not to say it is yours to be clear, is that it splits the game into two:

The first half of the game, 1-60 journey and then 60 to build, is purely adaptive. The player actually picks up things that make him better off as he goes. He does this and does so almost without much concern as though he understands that it is temporary and therefore transient. He makes no deep decisions as he goes. The second half of the game, build functional, is purely deterministic. The player no longer interacts with the loot around him because he’s done what he needed to in order to move forward.

The Diablo 4 community has been given an extreme amount of speed to the end, to the second half, which is what cripples the game’s RNG systems altogether. The player begins with the end in mind before he even logs in which is deadly to RNG altogether. The player has been trained, as you said, to aim for this which means that the player isn’t even playing the game for the first half of the game! There’s no game until the second half, so all players feel let down because there’s literally only half a game now.

I think.

4 Likes

Yes. And this is why so many people don’t like the 1-60 journey. They want to play the character they envision, not some cobbled together leftovers hero.

It’s not fun wanting to play a fire sorcerer and having to wait until you hit torment 1 to get the aspects and gear you need to make it work.

Especially when this wasn’t an issue at game launch. You could run a dungeon to get some aspects you needed. Now you have to get lucky or be very patient.

2 Likes

Yep, Reading your whole post on your thoughts about Iggi Juts reinforces the one thing that I have other have posted for quite some time ( and I believe your points just once again strengthen them):

The devs never should have caved in after patch 1.1. I still believe this is where this chaos happened. They should have stayed the course and fixed what foundation they had.

As they say, trying to please everyone pleases no one. seems in some way they’re learning that now but there’s ways to go.

2 Likes

Good writeup, Iggi.

And this is exactly why I always fall back on my extreme loot commentary, even though some people think I’m crazy for saying it.

The heavy RNG belongs on loot drops, while the deterministic part, where and to the extent that it exists, should be held by the crafting systems.

Have the rarest items drop with up to 8 random affixes and I can keep loot hunting for years. Then let these drops be modified and “corrected” to some extent within the crafting systems. This way the people who want to play for thousands of hours have something to aim for while more casual players can still reach certain minimum gearing thresholds to slap certain builds together.

Right now we just have too little of the “on drop” RNG to manage, which makes the more deterministic crafting seem too large a contributor and too forgiving to a segment of the player base.

As for Sanctification itself, it’s cool, I just see it as a misapplication of certain features that should be part of the Cube or some other dedicated system that allows for more aspects and unique affixes or combinations thereof than standard gearing allows.

:slight_smile:

4 Likes

Assign a weighted value to each possible upgrade, let us pick up to 5 based on total value, random 50% chance we just get an “all stats raised by %”, or even split for the remaining 50% that we get one of our choices.

… You still can do this …

Why do you think you can’t still do this?

1 Like

The only thing I’d like to add is that I don’t think there 2 sides anymore. Not really. People have moved on. At least the vast majority of them. I have no idea why these developers want to reintroduce RNG back into the game. Who are they trying to cater to? Because I don’t see anyone coming back to this mess.

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Because the many of aspects needed for builds don’t have an assigned dungeon. You have to find them on an item. And some aspects don’t appear on items until you hit level 50.

I’m a regular Druid player and this is a common issue.

2 Likes

Got it before it hit the PTR, during the PTR, and now during S11. Don’t get me wrong there are people who like it too, but even of the ones who do like it, there are some who think it needs tweaks as well.

:rofl: I mean at least they are consistent with flip flopping.

I agree with you here, hence the backlash, as people feel obligated to have it since it can in fact add great power to progression. Because it’s completely random and not set, like previous Seasonal Powers, for those people it feels even worse. They have a potentially great new seasonal system that adds power, but it’s completely random and they can’t alter it, like every other system in the game.

1 Like

Seems to fit fine in my mind.

All arpgs offer rng, soem runs you win some you lose. The great run versus the struggle run. Often faced with choice, and anticipation for found loot.

D4 i see it as all loot is a power climb in various iterations to a maxrolled piece with 4ga.

So before that i am free to slap and roll items, it’s not max so i am going to gamble them.

4ga If i am not drowing in them i am more careful, so if this is top end crafting, well i only use scrolls for max roll temper, put on the max roll aspect, i now have the maxrolled item.

It’s my choice with that item to risk greater power or perhaps brick it. If i choose to use it. At that level of item, i see it as the modern twist on scroll identify on your run and that powerful item is great,mid,bad out come.

Where the system is fun though is when you risk lower end items and they can end up powerful perhaps a 1ga beasts a 2ga unless you manage to replicate the result on the 2ga for example and so on, so a cheaper cost item, with less care about tempering maxrolls ends up strong.

I find there is fun in that. Of course this is ssf, and you bypass all that if not. So for me i am not worried about mats or scrolls since i only have one 4ga item so far and i am not risking it yet.

Take this away well what is left, copy paste the S tier build, get the gear, and grind to try and place yourself on the leaderboard based purely on reaction time, since we are all the same characters.

and ssf player no longer bothers, since they will never self grind the needed gear that all the full suit bought 4ga players have that are now perfectly rolled and sanctified, meaning even if the ssf players gamble bis gear they have, its still so suboptimal, there is no point.

So in conclusion, rng belongs in diablo and arpgs. The systems work vertically as well as horizontal, how good design should be, not linear up and down systems. Otherwise you just have a very simple game.

Edit- like DnD without dice, that is what a arpg is without rng.Both are games of skill and chance, you need both for it to work.

3 Likes

What should change to make it aspirational then?
Tbh, Blizzard seem to have gone out of their way to make it not be part of the normal progression.
The balance is completely broken and needs to be fixed of course. But that is not only a Sanctification issue.

1 Like

They should have fixed the game and got the base game where they wanted before they started cranking out seasons. They were greedy and wanted to get that season shop and battle pass rolling right away. So there has never been a base game or plan to fall back on.

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  • Playerbase: actually likes Sanctification and current season with Paladin without just hating on D4 as usual

  • Few same D3 fans/forum veterans: yeah y’all wrong

Same thing as usual, I’m not surprised. I even remember some saying Paladin would be bad addition to the game :laughing:.

Anyway the problem with D4 is that it was built on D3 core systems instead of D1-2.

2 Likes

They tried, they even went over their philosophy of how it should be treated. However you can’t add intention toward a system to the majority of the player base you’ve just know conditioned. It’s been a core issue since the game started.

If progression is tied to items, and you’ve made it so people can get the
items they need (not want) to make their build work, and you add another layer on top of that, this is what happens. They’ve now basically conditioned the player base to expect drops to be random, although heavily favoring what you get (smart loot, target farming, etc.), but the crafting side is deterministic.

To be fair the crafting system was mostly deterministic, but with added steps that they kept having to alter due to that backlash as well. So at this point they just need to embrace it, and lean heavier into it. With the randomization being more focused on actual content, or through new seasonal gimmicks that doesn’t involve itemization.

Take it out of the itemization, unless it alters it in a horizontal progressional way, not a vertical one. Chaos uniques is a good example, which opened up possibilities, but still limits you because you need that item somewhere.