Season 11Feedback: Sanctification System & Rogue Death Trap Nerf
Let’s be honest about the sanctification system: it’s not just flawed—it’s actively hostile to players. You can replace or add affixes, sure, but the outcome is pure RNG. It’s worse than tempering. Whoever designed this system clearly didn’t consider the consequences. Would they risk their own 3GA mythic item in this mess? Doubt it.
Replacing an affix often bricks your item. Sanctification locks the gear—you can’t even change gems afterward. If you forgot to socket it, it’s done. I crafted over 1,000 mythic items yesterday. Out of those, maybe 12–15 had 3 GA. After masterworking, a few reached 4 GA. But sanctification ruined most of them: unwanted powers from other classes, GA replaced with useless affixes, and only one or two had anything remotely usable. It’s like throwing your gear into a fire 30 yards away and hoping it doesn’t burn. If you miss, you’re lucky.
I sanctified over 100 items just to test the system. The results? Abysmal. It’s like playing the lottery with worse odds. This system seems designed to showcase flashy results for streamers and YouTubers, while 95% of regular players are locked out of the fun. Blizzard appears to cater to content creators, not the actual player base.
Advice from a youtuber : "Don’t do it unless you have a backup”—now it means players need two of a very rare 3GA mythic item, where previously one was enough. That’s not progress. Out of over 100 sanctified items, barely a handful turned out decent. Replacing affixes is the worst thing that can happen to your gear. You might get a new aspect—maybe it’s good, maybe not. You might get a useful stat—but mostly, it’s trash.
And here’s the real issue: if we’re paying for this upgrade using rare materials, we expect meaningful results. It’s like going to the store, paying full price for food, and being told you have to eat it whether it’s fresh or rotten. That’s failure of design. Players deserve better than blind risk with no safety net. And if someone wants to gamble, they should go to a casino, not burn rare materials on gear upgrades that feel rigged from the start.
Rogue Death Trap in PTR Season 11 Is Still Broken: A Casual-Killer
Season 8 didn’t just tweak Rogue’s Death Trap—it killed it for 97% of the player base. Only a tiny fraction will ever acquire the perfect gear needed for infinite casting. The rest? Locked out. Is that fun?
There should be a min-max range. Let casuals play with lesser gear—not as efficient, sure, but still enjoyable. Instead, that option was removed. There’s an old saying: If it ain’t broke, don’t fix it. You broke it—and with it, the joy for countless players.
In PTR, I spent nearly 8 hours assembling top-tier gear and still couldn’t make the build work. If I couldn’t do it with all the PTR perks, how will an average player manage on live servers?
Here’s what’s been forgotten: some players value continuity. They refine the same build over time—not because it’s meta, but because it’s theirs. Forcing pivots because the dev team decides to shake things up isn’t fun—it’s disruptive. Players don’t tell you how to live your life. You shouldn’t decide theirs. If something works, expand it—don’t erase it.
In Season 10, despite tempering and masterworking flaws, players could still make it work. In Season 11, it’s worse. The system regressed.
Final Thoughts
Sanctification is a gear-bricking lottery. Rogue DT is now a gated mechanic. The fun is being siphoned away from the majority in favor of a showcase minority. If this is the direction, then be honest about it. But if you care about the actual player base, it’s time to recalibrate.