Ok its time Blizzard we sit down and have the talk

I’ve been sinking hundreds of hours into Diablo 4 since beta, and while the core gameplay is rock-solid and the world is absolutely stunning, I can’t shake the feeling that something’s missing. Too often I log in only to realize I’m at the mercy of RNG instead of making meaningful choices. Below are ten areas where small, targeted tweaks—laid out with bullet points for clarity—could turn this grind-fest into the masterpiece we all crave:


1. Tempering
The promise of choosing between offensive and defensive stats is fantastic, but right now it’s little more than Stat Roulette. Let’s give players a bit more control:

  • Stat Voucher – A one-time token that guarantees a single desired stat on temper.
  • Nudge System – Spend X crafting materials to shift rolls slightly toward your preferred stat range.
  • Meta-Game Element – Introduce a simple “reroll one stat” mini-game, so you feel engaged instead of clicking “apply” and praying.

2. Masterworking
Masterworking sounds amazing on paper, but needing mountains of mats for three perfect rolls quickly feels pointless. Here’s how to make it worth your time:

  • Shard Progression – Each failed roll grants a “shard of hope,” and after Y shards you get a guaranteed perfect masterwork.
  • Lock-One-Stat Option – Let players lock in one good stat and reroll the other two, cutting down on wasted resources.
  • Tiered Rewards – Bonus cosmetic effect or title for hitting perfect masterwork on multiple items within a week, rewarding dedication.

3. Infernal Hordes
Random boons in horde mode are more nail-biting frustration than thrilling challenge. Give us agency:

  • Updated Paths – Give us real choices instead of constantly hoping for the same Hellborn loop. Make all different option viable.

  • Boon Rework – Please revisit these as boons like soulspires are terrible and not rewarding.

  • Wave Modifiers – Let players vote on one global modifier (e.g., “extra fast enemies” vs. “bonus loot”) before starting providing additional rewards.

4. End-Game Bosses
Grinding the same fight for a single affix is déjà vu all over again—and some untouchable phases feel more cheap than clever. Spice it up:

  • Weekly Boss Roster – Rotate in “Guest Bosses” with unique mechanics and affix tables.
  • Loot Changes – Add legendary drops back to bosses.
  • Affix Milestone – Grant a “Boss Slayer” buff after X kills that slightly increases your chance at the affix you want.

5. Loot Drops
The “loot lottery” is turned up to 11—endless commons, zero GA. Time to adjust the odds:

  • Drop-Rate Boost – Small overall increase to Greater Affix drop percentages. Maybe in Torment 4, we can get more GA gear and less trash.
  • Guaranteed Weekly GA – Complete a short questline each week to receive one random GA item.
  • Streak Safety Net – If you go X time without a GA drop, your next boss or chest has a 100 % GA chance.

6. Paragon Progression
Seasonal Paragon should feel rewarding, not like scaling a brick wall past 250. Let’s smooth the ride:

  • Flattened Curve – Gradually decrease XP requirements after Paragon 250, rather than spiking.
  • Challenge Bonus – Special “Paragon Challenges” (e.g., clear Pit 80 without dying) that award bonus XP.
  • Shared XP Boost – Party members contribute a small XP buff for each other once one of you hits certain Paragon thresholds.

7. New Skills and Passives
Every season feels like Groundhog Day for builds. Fresh toys, please:

  • Seasonal Skill – One new active skill added to each class on seasonal launch.
  • Passive Branches – Two new passive trees per class—think “Elemental Mastery” or “Defensive Tactician.”
  • Skill Swap Token – Temporary token to test out new skills on non-seasonal characters before committing.

8. Class and Build Balance
Right now it’s meta-build or bust. Let’s open the sandbox:

  • Underused Skill Buffs – Periodic tweaks to niche skills to bring them closer to parity.
  • Support Roles – Real support passives that buff allies’ damage, healing, or movement.
  • Balance Test Realm – A public test area where class changes can be trialed and community-voted before going live.

9. The Pits
Running Pit 100 in ten minutes should feel epic compared to Pit 70 in two—and right now it doesn’t. Reward the risk:

  • Scaled XP Rewards – Exponential XP increase per 5-tier jump (e.g., Pit 75→80 gives +15 % XP over linear).
  • Updated Loot Tiers – Drop only GA gear at Pit 90+.
  • Speed Run Bonus – Complete any Pit 90+ in under a time threshold to earn an XP and gold bonus.

10. Torment IV Difficulty vs. Rewards
If you’re going to crank Torment IV up to “rage-quit” levels, the rewards need to keep pace. Right now it feels like running Everest in flip-flops only to find a participation ribbon at the summit. Let’s fix that imbalance with:

  • Boosted Drop Rates – Significantly higher Greater Affix and legendary drop chances exclusive to Torment IV.
  • XP & Gold Multipliers – Meaningful bonus XP and gold rewards that recognize the extra challenge.
  • Exclusive Loot Table – Special items, cosmetics or titles that only appear on Torment IV, giving players bragging rights.
  • Tiered Paragon Rewards – Extra Paragon XP bonuses or unique Paragon challenges unlocked at Torment IV.
  • Risk/Reward Milestones – After every X Torment IV clears, grant a scaled “Master Slayer” buff or guaranteed GA drop.

Turn up the heat, but make sure the prize at the end of that infernal gauntlet feels worth every sweaty heartbeat.


Now I know that I am slinging what I can against the wall to see what sticks, but I feel like there are some serious QOL improvements here that can make a massive difference to the game.

With these adjustments, Diablo 4 would reward persistence and smart play instead of endless wishful praying to RNG. Let’s give players real choices, meaningful progression, and an endgame that feels as epic as the stunning world we’ve already fallen in love with. Who’s ready to see these changes in Sanctuary?

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Here’s to better games that are fun and people wanna play something

that’s not happening in D4, A game I’m hoping Titan Quest 2 will be

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Me looking at the list of things you have asked for: Wow, it would take them decades to unbug all of these ideas if implemented.

They can’t even patch the game without introducing 78 new bugs lol.

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  1. No
  2. No
  3. No
  4. No
  5. Hummm…
  6. No
  7. Errr…
  8. Maybe…
  9. ±…
  10. Some…

Make the game harder, not easier as it is…

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Some things are confusing but some things seem reasonable

For example I can’t see why you say (and a lot of people for that matter) that Tempering is bad but MW is good… How ? :person_shrugging:

I get it that there’s a chance that items can brick but most manuals seem at least reasonable

I just LOATHE MW, it’s absolutely dreadful and terrible system… Have to play 10 dungeons to reset the thing and fail again, I mean I don’t understand this “good on paper” at all

Just make a proper crafting system where each mat (or combination of mats) can do a certain upgrade or at least upgrade chance of some sorts

I also don’t like it when people focus on the “top of the top” of things, like post 250, who cares, heck even if it was post 200 wouldn’t care… Fix the game and make it better BEFORE that

I also don’t think the game should have high pit levels, just reduce DPS of high builds and bring it down/lower (pit 80 for ex.) so more people can at least try out or be in hope of trying out (despite potentially miserably failing) most of the game

And I also don’t think that reward increase would fix the problem (I really hate that reward-centric approach in general), the game legit has to have better baseline gameplay experience (less repetitive, less scaling, more exploration and experimentation, at least a small semblance of strategy-based outcomes) regardless of rewards

In other words sideline the pit for something better, THAT would be IMO the right approach to have

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I’d make a few tweaks, open Paragon XP to everything not just pits then there is no need for XP increase because no one would do them lol. Bring back old Paragon system where builds actually mattered, then people would want to level them because generic stat nodes is like who cares. Instead of getting temper resets all the time make them extremely rare with no limit on how many times they are used. Exp leveling honestly is still super fast imo.

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I think you are missing my point. Im not trying to make the game “easier” What I am trying to do is balance the risk vs reward system and stop being lazy with RNG mechanics. Creativity USED to be a Blizzard’s strength a long time ago.

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  1. I feel like there’s just no point to tempering anymore. The amount of resistance is so high it just be reduced to a list and you click what you want. None of this. Don’t even need an animation anymore, waste of time, I click, I get. I don’t want extra crap, or a mini-game, if you’re going to take the RNG out of it, fine, but don’t make it weird.

  2. Same here. Just kill it, guarantee it, and move on. No one likes it.

  3. No. Don’t touch this. The only thing that IH has is that randomness in the boons and busts. This is just asking for a perfect run all over again. Every system critique is about optimization rather than enjoyment and determinism is the quickest way there. You’re adding a lot of ribbons and bows to cover up for “I just want to do only what I want.” Nothing wrong with that but you don’t need the whistles. They know.

  4. Grinding is a player agency problem. You cannot fix a player agency problem with game mechanics. Also, no, legendary drops should absolutely 150% stay OUT of the system; the entire rest of the game world is open for that. You can do literally anything else and get them. Don’t make the odds worse for the thing that gives the best odds. I always find these lists strange because you get requests for determinism and then suddenly a request for less determinism and more randomness because it’s “boring” to have deterministic outcomes. But that’s what you’re asking for. Less spice for tempering but more spice for boss drops. Right.

  5. No. The typical IH will give you at least 1 ancestral. It’s just not it. You produce 1 pretty much every 20 minutes if you’re actively participating in anything that the game deems an activity. It’s one of those, “not what I want” versus “never there at all” problems.

  6. I agree with flattening the curve but that means slower progress so most people who peter out at 280 (half way) also have the benefit of 280 points of power. Game’s already balanced around the not flattened curve. Indifferent on the other stuff.

  7. Infinity +1. To run pit 100 you need so much power that there’s no reward commensurate of the achievement. Same with 10.

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All I want from blizzard and it should be easy to do, is let me select my own salvage filter.
I don’t wanna run back to town every 4-5 boss kills to salvage a bunch of 750 ilvl gear.
Let me set it at what I’m looking for, whether thats 1/2/3/4 GA gear.

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I think item 3 GA should be a special material. When broken it serves to increase MW from 8 to 12 and items 2 GA to increase from 4 to 8. It would be interesting. Today most drops of a 3 GA are useless instead of an excitement.

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Can’t be that bad then…

Nah, hate the top-tier-centric approach

If anything, itemization should be fixed in a proper manner, not some “GG” over “Gg” over “gg” tier and have them differ even more…

Just - assign some role to an item type and have them excel at that particular thing, and have it so that people do what they prefer

  • A levelable item - start with +2 or +3 to a certain skill, level it up to +8 (has one less affix rolled)
  • A socketable item - has 1 less affix and a “socket power %” value, can hold one extra socket
  • Chaos item - has increased inherent affix and Imprinted Aspect has extra levels assigned to it but cannot be Enchanted/Tempered/MW-ed e.t.c.
  • Reforgable item - can be MW-ed up to 20 levels but no Temper

e.t.c.

Like, there’s no real or good reason why every item has to be succumbed to additional RNG, sure have some, but all ? :stuck_out_tongue:

As you can see, this can become a bigger topic/effort though… For now I think the better thing to fix is the Glyph system and paragon board

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Yes, we thought about having more item tiers or more families… But that wouldn’t make 2 GA or 3 GA any more useful. You spend endless hours for an upgrade and when you get it, it will still almost always be at a worse temperature than the current one.

Yes… itemization could be crazier. Items with 4 slots, items that empower other items, items that can be enchanted with special affixes, corrupted with a 6 affix, etc. All of this could be done. The powers themselves of each season could come as intense specials…

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Nah… he’s not missing anything. He’s just a bridge troll that thinks endless (and weighted) RNG is “fun”. “By god in my day we farmed a boss 967 times for one good drop and we liked it! And we did it while we wore an onion our belts, which was the style at the time…”

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This is not a “D4 BAD” post by any stretch of the imagination…

More or less constructive criticism. These are my simple suggestions on the current state in hopes that they will stop relying on lazy RNG mechanics and really start being thoughtful and creative when making changes/updates to the game.

I truly love playing the game. But with some of the mechanics getting stale and really becoming repetitive, it is really starting to show the level of effort they are putting into this game.

If no one says anything… then we cant expect change.

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A system I’ve wanted for some time would reward player effort with better tempering options.

Say you want to play a Chain Lightning sorcerer with Frozen Orb tossed in to the mix. A kind of “shock and thaw” build. Instead of relying on lousy rolls from the tempering system you spend time fighting mobs and bosses with your skills. At a certain point you get a notification (and visible at the forge) that “Your heroism has not gone unseen. The hosts of Heaven have granted you one perfect temper for Frozen Orb.” You visit a smith, choose gloves, and with no RNG involved get +4 Frozen Orb on them. Or your weapon get +40% for Frozen Orb to cast twice. Defensive aspects Dodge % could come from actually dodging in combat, and so on.

It’s not a “freebie” or a “handout” you have to grind for them but instead of grinding and 400 bosses later still haven’t seen a mythic drop (Wow, I beat my S6 record by over 100 bosses!) you actually get something for it. Is it different? Sure. Does it violate some “rule” of ARPG? No, actual questing for things is part of every RPG since Gygax first threw a d20 on his kitchen table.

Genuine question: Why is everything tied to merit now?

This genre is beautiful because there’s no merit in it. You get what you get. You can’t do “enough” to “earn” a thing. And vice versa of course; you can wake up, open your first chest, and get a legendary whatever that someone would drool over. That is the game.

Yet people hate that now. It’s all about control and merit. Why?

Because a system that was fun 20+ years ago isn’t fun anymore.

Seriously, why does something have to remain basically unchanged to be fun or interesting? That sounds more like boring and unimaginative to me. You want that experience? Play D2R.

It’s not a matter of being classic.

The question becomes: If you build everything around merit and control why have randomness in the system to begin with at all? Why play any game based entirely on random events if your modus operandi is control?

The part I can’t get over is that the only allowable randomness in the game is not really even present. Higher drop rates equals less randomness. Control over affixes, small affix pools, targeted upgrades, etc. are all deterministic. Forget 20 years ago. Why is it that today everything needs to be under lock and key with the veil that it’s random?

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Here’s the problem… the game has become so stingy with rewards it’s turned into a job. I farm mats for boss fights for 2-3 hours a day… I run as many bosses as I can… I get next tier mats and… god forbid a few Husks… and run those bosses… and after weeks I still haven’t seen a mythic drop. Not one.

If the grind is going be a job then it should reward me for that time. Not on some “OMG the stars aligned” chance that’s so vanishingly small it doesn’t exist. Not with weighted RNG that we need spreadsheets to understand. It stops being a game and becomes a chore and Blizzard wonders why players walk away in disgust.

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