Season 15 PTR Has Concluded — The Good, The Mid, The Bad, and The Ugly

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:

:green_circle: 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:

  • Leoric’s Crown

  • Stone of Jordan

  • Ring of Royal Grandeur

  • The Furnace

  • In-Geom

  • Messerschmidt’s Reaver

  • 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.


:yellow_circle: 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.


:red_circle: 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.


:skull_and_crossbones: 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:

  • currency

  • material

  • item type

  • seasonal collectible

  • crafting resource

  • upgrade component

  • 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.


:skull: 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?

61 Likes

I am still in Temis on the PTR.

4 Likes

:x: = dont agree. :white_check_mark: = agree.

1] Soul Spinters are better than what we got for S13 [nothing] and S14 :hollow_red_circle:. Overall good but barely. :white_check_mark:

This already is definitely happening with 2 splinters. The splinter for attack speed and crit and the splinter for double damage but lose all crit which doesnt penalize damage overtime.

2] More uniques are always good but some of these are complete misses. Henri Per is trash. Leoric is way too powerful. Stone of Jordan is too powerful. Nemesis doesnt even do anything extra as a mythical. But I give this a :white_check_mark: overall even with issues.

3] Leoric Crown is too good. It makes any season with a season slotable item too powerful. Its bad design. It should only work with gems. It should make more gems of the slotted type drop or replace other gem drops. Every build is going to use it just to use 2 extra splinters and if those splinters get multiplied then its in 90% of builds. Giving this an :x:.

4] Mythics are not moving in a healthier direction. Iconics mostly all suck. They are moving in a critical mass direction for mythical quality. Mythic quality has to go. Things like fist of fate is better as a mythical with 390% top damage and average than any legendary aspect. Replace mythical quality with epic rarity. Epic rarity works for all items and could be extra temper slot or 5th affix or greatest affix or 20% main stat or 20% aspect bonus, ect. Bring back iconic mythics to OP levels and make new ones then limit them to 1. The way its going now everyone is just putting in mythic quality items in build and all legends are disappearing. :x:

5] Rebirth is nice and I like this. :white_check_mark:

6] Challenge dungeons are not rewarding. Break gameplay flow as your warp back to city. These are miss right now. :x:

7] Overland ambushed are awful. Take much too long with huge wait timers. Overtuned on lower torments and early journey and useless on higher ones. :x:

8] This already happened. Double damage splinter solved with Damage overtime. The attack speed and crit splinter reduces your primary resource costs. Tibault will makes it meaningless. The black soulstone makes you take more damage but dead enemies dont fight back. Again splinters overall I like but they have issues. :white_check_mark:

9] Class balance is definitely still an issue. Warlock is going to Be tier S and poor sorc has nothing. :white_check_mark:

10] Paladin is in rough shape. :white_check_mark:

11] Sorc is Tier C at best. Enchant system is pathetic. Firewall got destroyed and is still best build because of DOT splinter. Nobody is going to be playing this. :white_check_mark:

12] I guess devs forgot necro exists. :white_check_mark:

13] Transfiguration is a complete mess for sure and is a top reason itemization is ruined. Along with mythic quality being OP, iconic mythics in shambles, bad affixes being rampant like impairment reduction, and finally bugs everywhere. You cant get excited for some items if they are broken. :white_check_mark:

14] I dont agree with enough systems improving in S15. :x:

15] EZ PZ Agree. :white_check_mark:

16] Member when they said they would focus on buffs more and not nerfs? When does that start? :white_check_mark:

17] They are definitely flopping all over the place like :fish: out of :droplet:. :white_check_mark:

18] Im going to say :x: on this season overall. Its got nearly nothing. Its bringing back awful season of :hollow_red_circle:. However Blizzcon is going to reveal something big and this is where our hope is.

I gave u plus 1 overall.

1 Like

https://i.imgur.com/PszosMI.png
Ok Carry on. :hamster: :popcorn:

1 Like

OUTSTANDING Summary and takes on issues. Agree completely and hope they REALLY absorb your POV. Unfortunately, the most important issues are in the Bad and Ugly category. Someday, maybe they can understand that fixing those could be revolutionary for all, Blizzard and the players.

1 Like

1.) Seasonal Power should not be tied to itemization.

2.) Transfiguration is too much RNG on top of RNG.

3.) Too much time spent Crafting.

4.) Materials and Gold acquisition have an odd cadence. It really does not feel like Players can Play how they want to Play when you have chunks of the game spread out (like Glyph leveli g being relegated to Pits only).

5.) Adding more Torment Tiers is a big mistake. Balance what you got. There are some very obvious targeted corrections that can be made to brings stuff more in line.

6.) Fix the bugs. There is so much stuff not working, breaks, etc. that is inherent to gameplay and builds. The game revolves around Combat. We need more time spent there rather inventory management and testing what is broken.

7.) Need more QoL. There are some pretty low-hanging Loot Filter options Blizzard needs to introduce that is a 1 Click for Players, particularly new players or more Casual ones. Having to find a resource to Copy a Loot Filter is tedious. While I appreciate it is there, there is way too much customization when most players probably just want a few things.

Auto Pick Up Cube Materials, Boss Trophies, Runes, and Gems. These should not exist in a standard Inventory to begin with.

Players should start with a full Codex of Rank 1 for all Aspects in Season after completing the Campaign once.

6 Likes

to 14: i personally dont like the whole sanctifying/transfiguring system. while it can be a nice touch/addition to your final gear, escpecially the non-modifiable part is a huge problem in my eyes.
like you described i finally find an item but in the end i dont even know if its good when i pick it up. i cant feel the enjoyment of finding a great item. when we find a good rolled item, we should be able to spend time and ressouces into that item to make it better and better over time, without completely bricking it. maybe make 1 transfigure stat only but let us reroll it over and over for more mats, or give us a low roll first which we have to upgrade by playing/finding certain things…
the second part is that builds change over the season again and again, you build your character, than a new mechanic gets discorvered where you need new aspects and your perfect legendarys or trash because now they have the wrong aspect. casual player dont have replacements for every piece in the same quality…

to 15: i really dont know what the devs are thinking but instead of making it better, it really gets worse over and over again. when i saw in a video how the new shards/splinters whatever go into the runes bag i could only facepalm seeing that. the bag is full, who thought to put them there? the bag is FULL, runes are already filling up inventory and stash, why add more to it…

i said that years ago i think, we need a new system for that. maybe a full screen window with multiple tabs,

  • first the favorites
  • second all the keys like nightmare sigils, compasses, tributes etc, all sorted by whatever we want like dungeon affixes etc.
  • third all the splinters, runes, gems
    forth all the cube consumables/mats, boss mats, boss keys etc

take all of that out of the inventory/stash and put it in a new interface, realmwide for all characters, no limit on the numbers, being able to favorite things to put them on the first site, mark stuff as junk, use them etc… it would free so much stash space and we wouldnt have to worry about those items when switching characters

and more me the most important two things, pls blizzard, add accountwide warplans and auto salvage on the lootfilter where we have the “hide” and “recolor” options… give us the materials without us having to port to town over and over again….the lootfilter is there, give us the option to use it without having to loose ressources, espeically those salvaged charms are the best option to get greater affixes on setcharms, but that means we cant use the lootfilter for those….

I’d rephrase this one in a bit different way:

  • The ceiling is too high

i.e. it’s fine being down by 10x or 100x DPS requirement on a season, but 1000x, 10kx, a million X ?

I’d say the problem is that “Tier S” exists to begin with (case in point Warlock/Druid) but still - when the “operational scope” becomes too wide it gets impossible to catch up and causes a lot of frustration in return

:100:

D4 has always lacked on the “post-gearing” phase of the game, i.e. the one where you’re 95% done gearing and all you look for is either a GG item or increase a few %-es somewhere

It even clogs the process because the only way to get an improvement is to obtain the very same gear already equipped but with higher number/s

Which is what makes me hate the new “Upgraded unique” system even more - instead of providing extra flexibility it just “locks in” items and makes them less exchangeable that much further

It’s a topic that they should really address but I’m afraid if they keep the “Primals” 2.0 system if you like - it’s gonna make the problem that much more impossible to solve as well

I’ll just say the ugly since it made me overreact

  • Mythics were ALL OVER the place with affixes

In other words there weren’t 2 fixed affixes like the Uniques seemed to have. THAT made me really stop and uninstall early. I didn’t realize at the very same moment what it was but later it dawned to me that the fact there weren’t 2 fixed affixes on upgraded Uniques is what caused that

Just said above - Mythics should have 2 fixed affixes (or even 3 but disable enchant for them), or better yet, just not have them. Having legacy uniques and unique versions of Iconic Mythics is enough for the game

What D4 needs is a better gear-accessory system (i.e. update the Charms to have more impactful and flexible options, but also find a way how to fix the hoarding problem)

===

Overall :100:

You really took it for the team my friend :clap:

2 Likes

^^

:100:

Forgot to include in previous reply but I think it deserves a whole post/recognition by itself :slight_smile:

2 Likes

There has only ever been on philosophy on their end. They want Diablo$ to be something that makes you keep reaching into your wallet to give them money.

This is also why it seems like there is no direction.

I enjoyed your post, it is well thought out.
I don’t really agree with all of it, but it provides good feedback.

I personally don’t think s15 will be good unless there is good lore content with it. If it is the same “phoned in” effort from last season…maybe new people will enjoy it, but if you have played a few seasons then it is more of the same.

The Splinters are a worse version of Witch Powers.
The new Challenge Dungeons are boring.

Everything else has been said from the beginning.

The answer is always the same.
Balance between the classes and the varied builds.
Balance against the environment, it needs to be challenging, but not unattainable. There needs to be a path for all builds to get to where they want to get to.

Yeah but what’s your SSD throughput like

I dunno. S15 looks to be another way to insert old D3 ideas into D4, and these shards, or splinters, is just another D3 rehashed seasonal mechanic. The something bad for something good is also not new for D4, we got that for seasonal mechanics before from horadric gems and boss powers.

There will be most assuredly one splinter that is OP and that ultimately wlll be the one that all builds will use. Essentially S15 will be a continuance of S14 with a new fancy powerup that will consume some new currency, with divisive seasonal progression that will separate meta builds and non-meta instead of player interest, more cosmetics with some limited time collab, and all the while a plethora of a continuing bugs/exploits with new bugs/exploits on top of unchanging endgame content. Things will be nerfed in the name of balance to stifle player outcry but new OP buffs added to renew interest to prevent further outcry.

I’d have been okay if they announced no new seasonal mechanics but just promised a season where bugs were the dev team’s focal point and a modicum of class balance was achieved. But then that would be the Eternal realm and no one is gonna pay for that.

Any chance you could make your novel a bit longer? Who makes a post like this? You should try to be a video game journalist, fail and then come back and post like a normal person.

3 Likes

All I care about is them balancing the numbers , so all the abilities for each class are within 5% of each other at the end game. I’m sure AI could solve this issues nowadays if they don’t have brains for math-ing.

Also get rid of Indestructible and quality, or revert the Vola dust drop, or remove the unmodifiable so we could reroll the trash transfigures( make the reroll cost higher each time).

u can see that stone of jordan and leorics crown are going to be 100% mandatory for every build. theyve pre much replaced ur heir n old shroud realistically. the only thing theyve done by introducing the d3 uniques is probably push u into using the other myth seal which lets you wear 3 uniques. other then that its the same recycled boss powers and no matter how you look at it. every build/class is gonna ahve the same mandatory unqiues as mentioned above only thing that will be different is 1 splinter depending if ur build crits or is a dot build. thats the only thing that will be different. season will be great for first 1-3 days then itll be sitting on sideline waiting for next season

Sounds like new season, same messy toilet we’ve come to expect from Blizzard.

1 Like

It may be a shinier one after BlizzCon.

Ya who knows maybe they will shine the toilet seat.

1 Like

ai slop post go away

3 Likes

i dont think splinters are that great, it becomes just another mandatory thing, cause im pretty sure we wont get alternatives.

What makes a good Season for me is altering Spells, like s3, that for our own spells/abilities would be amazing.
Splinters in its current form is just a lazy way to do a season, w/o much effort. If we had like 20 different, and they would completely alter how we play then yes i would like em, current iteration is just meh.