Now that the Season 15 PTR has officially come to an end, I wanted to take a step back and look at what we actually learned from it.
There has been a lot of discussion, arguing, theorycrafting, testing, doomposting, optimism, and everything in between. Some people came away from the PTR thinking Season 15 could be one of the better seasons we’ve had in a while. Others came away thinking Blizzard is once again putting interesting new mechanics on top of some of the same underlying problems we’ve been complaining about for years.
Personally, I think both sides have a point.
There are some genuinely good ideas here. There are also things that feel mid, things that are legitimately bad, and a few things that I would classify as ugly if they make it into the live season without substantial changes.
So, with the PTR now concluded, here’s my take:
THE GOOD
1. Soul Splinters are probably the best part of the PTR
I’ll start with what I think is the biggest positive.
Soul Splinters are interesting.
Not perfect. Not necessarily balanced yet. But interesting.
For once, we have a seasonal mechanic where the conversation isn’t simply:
“Which one gives me the biggest damage multiplier?”
Instead, the Splinters actually introduce tradeoffs.
You have bonuses that come with drawbacks, and that creates opportunities for actual buildcrafting.
The ideal scenario is that you look at a Splinter and think:
“That’s incredibly powerful, but how do I build around the downside?”
That’s a much more interesting question than:
“Which button do I press to activate my seasonal damage buff?”
The different Splinters can push builds in different directions, and some of the combinations with existing items are genuinely fun to experiment with.
That is exactly what I want from a seasonal mechanic.
The concern, of course, is balance.
If one Splinter becomes mathematically superior for most builds, then all of this theoretical choice disappears.
But as a foundation?
Very good.
I’d much rather see Blizzard continue developing mechanics like this than another season where the seasonal mechanic is basically a temporary damage aura.
2. The return of Legacy Uniques is fantastic
This is another huge win.
Bringing back recognizable items from previous Diablo games is something I think Diablo IV desperately needs.
Things like:
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Leoric’s Crown
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Stone of Jordan
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Ring of Royal Grandeur
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The Furnace
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In-Geom
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Messerschmidt’s Reaver
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and the other returning items
have something that a lot of D4 items lack:
identity.
You see “Stone of Jordan” and immediately know what it is.
You see “Leoric’s Crown” and immediately have memories associated with it.
That’s valuable.
Diablo is a franchise with decades of item history. It makes sense to leverage that history.
And more importantly, these aren’t simply reskinned stat sticks. Some of the Legacy items are being adapted to D4’s systems in ways that create new build possibilities.
That’s exciting.
3. Leoric’s Crown is exactly the kind of weird item I want
Leoric’s Crown deserves its own section because it demonstrates what I mean by item identity.
It’s weird.
It interacts with the new seasonal systems in an unusual way.
And when you see it, your immediate thought isn’t:
“Is this 3% more DPS than my current helm?”
It’s:
“Wait… what can I build around this?”
That is good item design.
There is obviously a potential problem if Leoric’s Crown becomes so powerful that every build feels forced to use it.
But that’s a balance problem, not a design problem.
I’d much rather have Blizzard create an item that is potentially TOO interesting and then tune it than create another forgettable Unique that nobody cares about.
4. Mythics seem to be moving in a healthier direction
The Mythic situation from previous seasons has been… complicated.
One of the biggest problems with making too many things into “Mythics” is that the word eventually stops meaning anything.
If everything can become a Mythic, then Mythic isn’t special anymore.
The Season 15 direction seems much more interested in restoring that sense of rarity and identity.
And I think that’s the correct approach.
Mythics should be:
rare, powerful, exciting, and memorable.
They should be something you chase.
They shouldn’t necessarily be something you expect to collect every Tuesday.
I would much rather have a Mythic drop occasionally and have that moment feel incredible than have Mythics become another checklist item.
5. Rebirth is a great quality-of-life addition
This isn’t necessarily going to make anybody’s Top 10 list of exciting gameplay mechanics, but I’m glad it’s here.
Rebirth is one of those features where, after you’ve used it, you wonder why it wasn’t already in the game.
It’s not revolutionary.
It’s not going to save Season 15.
But it’s a great quality-of-life improvement.
I’ll happily take more of this kind of stuff.
THE MID
6. Challenge Dungeons have potential, but I’m not ready to call them a success yet
I like the idea.
I really do.
The idea of travelling through Sanctuary and having something unexpected happen — a portal opens, a challenge presents itself, and suddenly you have something to do — is good for the overworld.
One of Diablo IV’s biggest problems has always been making the overworld feel meaningful after you’ve reached the endgame.
If these encounters can genuinely interrupt the normal farming routine with something worthwhile, they could be excellent.
But the PTR doesn’t give me enough information to make a final judgment.
We’re testing the framework.
We’re not necessarily seeing the full final experience.
So right now I’d put Challenge Dungeons firmly in:
“Promising, but prove it.”
The rewards, frequency, difficulty scaling, variety, and long-term replayability are going to determine whether these become something players actively seek out or something everybody ignores after the first week.
7. Overland Ambushes are another good idea that needs more meat on the bones
Same basic story here.
I like the idea of Sanctuary being dangerous again.
You’re travelling somewhere and suddenly something decides that you’re the prey.
That’s cool.
It creates unpredictability.
It gives the overworld a little more personality.
But these systems live or die by rewards and frequency.
If they happen too rarely, nobody cares.
If they happen constantly, they become annoying.
If the rewards are bad, everyone ignores them.
If the rewards are too good, they become mandatory.
So I’m interested.
But I’m not sold yet.
Mid, with a lot of potential.
8. Soul Splinter drawbacks need careful balancing
This one belongs in “Mid” rather than “Bad” because I think the concept is fundamentally sound.
The problem is that Diablo players are going to solve these systems.
We WILL find the mathematically optimal combination.
And once we do, the supposed tradeoffs can disappear.
For example, if the downside of a Splinter can be completely negated by a specific item, skill, or mechanic, then eventually the conversation becomes:
“Use Splinter X with Item Y.”
And suddenly we haven’t created meaningful choice.
We’ve created another mandatory combination.
That’s not necessarily what will happen.
But it’s something Blizzard absolutely needs to watch.
The PTR is supposed to uncover this stuff.
So hopefully Blizzard looks at the data and adjusts accordingly.
THE BAD
9. Class balance is still a major problem
This is probably my biggest concern coming out of the PTR.
And I don’t mean:
“My favorite class isn’t #1, therefore the game is broken.”
That’s not what I’m talking about.
I’m talking about the broader issue of how many builds are actually viable and competitive.
We’ve seen this cycle over and over again.
A class gets nerfed.
Another class gets buffed.
One interaction gets discovered.
That interaction becomes mandatory.
Everyone follows the same build.
Then Blizzard nerfs it.
Then another build becomes the new mandatory build.
And around we go.
The PTR feedback from Sorcerer, Paladin, Necromancer, Barbarian, and the other classes makes it pretty clear that the class balance conversation isn’t going away.
And honestly?
It shouldn’t.
Because Diablo is an ARPG.
Build diversity is the game.
If I have 15 skills on a class but only two or three of them are realistically worth building around for serious endgame play, then I don’t really have 15 choices.
I have two or three choices pretending to be 15.
10. Paladin is a perfect example of the build diversity problem
Paladin has a ton of cool systems.
Resolve.
Block.
Fortify.
Oaths.
Judgement.
Auras.
Different skills and playstyles.
On paper, it sounds fantastic.
But the question isn’t:
“Does Paladin have a lot of mechanics?”
The question is:
“How many of those mechanics actually produce competitive builds?”
That’s the important part.
If we have Blessed Hammer, Blessed Shield, Zeal, Fist of the Heavens, Judgement, Aura-based builds, etc., I want those to feel like legitimate choices.
Not necessarily equal.
Not necessarily identical.
But viable enough that a player can say:
“I like this playstyle, so I’m going to build around it.”
That’s what I want.
11. Sorcerer needs some serious attention
The Sorcerer discussion coming out of PTR has been particularly concerning.
There are players who feel the class simply isn’t keeping up, while others are pushing back against some of the more extreme claims.
I think the truth is somewhere in the middle.
The answer shouldn’t be:
“Sorcerer is completely dead.”
Nor should it be:
“Stop complaining, everything is fine.”
The correct question is:
Are enough Sorcerer builds capable of participating meaningfully in the endgame?
If the answer is no, fix it.
And please don’t fix it by giving Sorcerer one giant multiplier and creating another mandatory meta build.
Fix the underlying mechanics.
Make more skills worth using.
Make more legendary powers interesting.
Make more interactions viable.
12. Necromancer is showing similar problems
Necromancer players have also raised concerns about scaling and how their core skills compare with other classes.
Again, the problem isn’t necessarily that Necromancer is “unplayable.”
It’s that the gap between the best and worst options remains too large.
And that’s the problem I keep coming back to:
The floor is too low.
I don’t need every build to clear the hardest possible content.
But if I’m playing a build because I enjoy it, I shouldn’t immediately feel like I’m wasting my time compared to somebody who picked the current meta interaction.
THE UGLY
13. We’re still fighting the same fundamental itemization problems
This is where I think Season 15 has the biggest issue.
We keep getting new systems.
New currencies.
New items.
New powers.
New crafting mechanics.
New seasonal mechanics.
New progression systems.
And yet the underlying itemization loop still has some of the same frustrations.
You find an item.
It looks promising.
You start modifying it.
RNG happens.
You brick it.
Back to farming.
Again.
Again.
Again.
There is a difference between:
“I need to work toward the perfect item.”
and
“I need to win the lottery repeatedly before I’m allowed to use this item.”
The first is satisfying.
The second is exhausting.
14. RNG is still fighting against player agency
This is probably my biggest philosophical complaint.
Diablo is supposed to be about:
build → farm → improve → push → repeat.
The best systems give you a feeling that you’re getting stronger because of your decisions.
The worst systems give you the feeling that you’re getting stronger because the slot machine finally stopped screwing with you.
Season 15 is actually moving in the right direction with some of its systems.
Soul Splinters, for example, can give you meaningful decisions.
But other systems still have too much randomness layered on top of randomness.
I’d love to see Blizzard continue moving toward:
“You choose your direction, RNG determines how efficiently you get there.”
rather than:
“RNG determines whether you get to go there at all.”
15. Inventory and system bloat is becoming ridiculous
This one has been around for a while, and it’s getting harder to ignore.
Every season we get another:
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currency
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material
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item type
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seasonal collectible
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crafting resource
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upgrade component
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special item
At some point the question becomes:
Where am I supposed to put all this stuff?
If we’re going to keep adding systems, the UI and inventory need to evolve with them.
Dedicated storage for things like Runes and Soul Splinters shouldn’t be an outrageous request.
Diablo is a loot game.
Inventory management should not feel like a second endgame.
16. The Nerf → Seasonal Power → Nerf cycle needs to stop
This is perhaps the most frustrating thing about modern Diablo IV.
Players see a build they enjoy.
Blizzard nerfs it.
Then the seasonal mechanic gives players some of that power back.
Players spend the season rebuilding around the new system.
Then the season ends.
The system disappears.
The build gets nerfed again or the meta changes.
And we repeat the process.
Eventually players start asking:
“Are we actually getting stronger, or are you just moving the power around?”
Seasonal mechanics should ideally be adding new possibilities.
They shouldn’t feel like they’re temporarily restoring power that was removed from the base game.
If Blizzard wants seasons to feel powerful, great.
Give us crazy seasonal toys.
But don’t make the base game intentionally miserable just so the seasonal mechanic can make it feel good again.
THE UGLIEST PART: WHAT IS THE ACTUAL VISION FOR D4?
This is the question I think Blizzard needs to answer.
Not:
“What’s Season 15’s mechanic?”
Not:
“What’s the new Unique?”
Not:
“What’s the next endgame activity?”
But:
What does Blizzard actually want Diablo IV to be?
Because we’ve gone through a lot of different philosophies.
We’ve had seasons focused on different systems.
We’ve changed itemization.
Changed Mythics.
Changed progression.
Changed crafting.
Changed difficulty.
Changed endgame.
Changed how builds scale.
Changed how loot works.
Changed how characters progress.
And then changed some of those changes again.
Experimentation is good.
But eventually players need to understand the destination.
I don’t think the community necessarily needs every system to remain forever.
But we need to feel like all these systems are moving toward something.
So where does that leave Season 15?
Honestly?
I’m cautiously optimistic.
And I think that’s actually a pretty good place to be.
The PTR didn’t convince me that Season 15 is going to be perfect.
It didn’t convince me that Blizzard has solved Diablo IV’s biggest problems.
But it DID convince me that there are some genuinely good ideas here.
The Good:
Soul Splinters.
Legacy Uniques.
Mythics getting their identity back.
Interesting build interactions.
Better quality-of-life features.
The Mid:
Challenge Dungeons.
Overland Ambushes.
Some of the new progression systems.
Soul Splinter balance.
These could go either way depending on final tuning.
The Bad:
Class balance.
Build diversity.
Certain classes falling behind.
Too many mandatory interactions.
The continued gap between fun builds and meta builds.
The Ugly:
RNG on top of RNG.
Itemization friction.
Inventory/system bloat.
Bugs.
The nerf → seasonal power → nerf cycle.
And the growing question of what the long-term design philosophy of D4 actually is.
My biggest request for Blizzard before launch
Please don’t look at the PTR and only ask:
“What numbers need to be changed?”
Look at why players are making the complaints they’re making.
If a build is weak, don’t just give it +30% damage.
Ask why nobody wants to play it.
If an item is mandatory, don’t just nerf it.
Ask why the alternatives aren’t interesting.
If a Splinter is too strong, don’t just reduce the multiplier.
Ask whether the downside is actually meaningful.
If players are complaining about RNG, don’t just increase drop rates.
Ask whether players have enough agency over their progression.
And most importantly:
Don’t be afraid to let players be powerful.
Diablo is an ARPG.
We are supposed to eventually become ridiculous.
The goal shouldn’t be to constantly pull players back down to earth.
The goal should be to give us increasingly interesting ways to become powerful.
Final thoughts
For all the criticism I’ve thrown at the PTR, I actually think Season 15 has more potential than some of the recent seasons.
The new systems are more interesting.
The itemization has more personality.
There are some genuinely fun buildcrafting opportunities.
And Soul Splinters, in particular, give me hope that Blizzard is starting to understand that seasonal mechanics don’t have to simply be another damage multiplier.
But the PTR also reminded me that new content can’t permanently compensate for old problems.
Eventually, the foundation has to be fixed.
So my hope for Season 15 is pretty simple:
Keep the good.
Improve the mid.
Fix the bad.
And please, please clean up the ugly.
If Blizzard can do that — and if the content being held back for the full Season 15 reveal lives up to expectations — I think Season 15 could end up being a surprisingly strong season.
But if we get another situation where the new toys are fantastic while the underlying progression, class balance, RNG, and build-diversity problems remain untouched…
Then we’re going to be having this exact same conversation again in Season 16.
What do you guys think?
What was YOUR Good, Mid, Bad, and Ugly from the Season 15 PTR?
And perhaps more importantly:
What is the one thing you think Blizzard absolutely has to fix before Season 15 launches?