There is a lot of positive feedback now, but I worry whether Blizzard will learn the right lessons from it. Season 8 made difficulty tiers and progression slower; Season 10 is very likely to do the opposite with overall game balance. What is the purpose?
Increasing damage numbers further is not a sustainable design choice to motivate players
Player motivation and good balancing goes hand in hand. The question is: why should I visit upcoming Seasons 11, 12, or 13 if I already saw the peak of this game 3 months ago (multiple times), thanks to some steamrolling superpowers?
I mean, if the game is too easy you can manage 6 different classes to reach the endgame. There is no new class to play next time, just a handful of more or less exciting changes that slightly alter what you already know.
That is why I think the devs dont do themselves any favors by letting players rush through their content.
Chaos Armor is mostly fun because it expands Diablo 4’s weak item pool
To me, the new Chaos Armors hit the mark by providing many more items to collect and further increasing loot RNG. I love this because it creates more ways to experiment with equipment and usually has a positive effect on build diversity.
On the other hand, I dont see Chaos Armor as a major plus in that regard, since the new combinations mostly just open up more damage synergies with the same abilities and affixes we had before. It is a cool idea regardless.
Is Blizzard done with balancing the game?
Beyond that, Season 10, as introduced on the PTR, feels to me like the devs have completely surrendered when it comes to balancing this game. Multipliers are bigger than ever, and it is hard to believe they were chosen with care or adjusted after proper testing.
I want to hope this programmed “number chaos” wont push Diablo 4’s damage to permanently higher levels and will instead lead to greater creative chaos in how the devs use the systems.