It will be interesting to see how it will all look with s6 and the expansion running at the same time. Plus, this 
Base Game Updates
At Vessel of Hatred launch, we will also be introducing various updates across the entire game to improve and re-work core systems that have been around since launch. Empower your favorite Classes with new Skills, added Paragon Boards, and Legendary Glyphs. Explore new Dungeon types, added activities and rewards from the Tree of Whispers, and more.
Lately it seems all the changes have been base game as well as season. The only difference since S4 between the two realms seems to be a questline with rep. There isnt any new special powers and abilities that season lock like in S1-S3. Which is fine with me, but the hardcore (go play something else if you dont like it) seasonal players might not like this because to them new should only be on seasonal and eternal should get nothing but scraps.
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I think they should make the eternal relm more role player friendly. Most seasonal players skip the campaign, very few of us replay it every season. Making it so eternal relm players can reply the campaign whenever they want would give us roleplayer more a reason to keep playing the game in between expansions
Speaking as a roleplayer, i hate deleting my characters just so i can replay the story. My seasonal characters i dont mind deleting. Those i only built to survive the season. My eternal relm characters on the other hand have been with me since the beta and wont be deleted any time soon. The option for them to replay the campaign would be a boon id worship Blizzard for adding
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I found it interesting, especially the SQUISH part… I think this thing about dealing millions of damage is an exaggeration, why is that? Some creatures’ lives should be 1000 at most… whoever deals a thousand damage is already king… why exaggerate the numbers? The character should start by dealing 15, 20, 50, 100, 200 and go up, but without going too far into the thousands… why put these absurd numbers of millions? Games like Tibia, for example, have always benefited from low damage, you will NEVER see a guy there dealing millions. The guy who deals 2 thousand damage to something is already considered super strong. And that’s great the way it is. Diablo should have taken this from other games. Their calculation system is really weird, millions of damages rising on the screen at the same time, horrible thing… and the drops too, they had to be smaller, this thing of killing a monster and it dropping 400 yellow items, it had to end. This thing just pollutes the game. If each monster dropped one or two items at most, with a certain rarity even, it would already be great. Increase the price of the items, make them more valuable, this would add a certain amount of difficulty to the game… it would be much better.