Seasonal System Rework Concept
Bridging the gap between casual players and “blasters” while improving balance and player retention.
EDIT: see my reply several comments down for example versions of Season 8 and 9.
I started this discussion on the PTR forums, but forgot the forum locks out after PTR completes, so I wanted to continue it here.
Diablo 4’s balance constantly swings between two extremes:
- The “blaster” experience: A grind-heavy, high-challenge game with slow progression and rare loot, ensuring long-term engagement.
- The “casual” experience: Faster leveling, frequent loot rewards, and a reasonable chance to complete the seasonal journey with limited playtime.
The Fix: Seasonal Content (incl Season Journey and Battlepass) Becomes a Game-wide Feature
Instead of locking new content behind forced resets, allow both Seasonal and Eternal realms to participate. Here’s how it would work:
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Seasonal Realm: Stays as it is—resets every season for those who enjoy a server-wide character and economy refresh.
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Eternal Realm: Lets players engage with seasonal content without resetting characters or progress. Seasonal mechanics expire at the end of the season, just like in Seasonal Realm.
Why This Works
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Fixes the accessibility vs. challenge problem. No seasonal deadline in Eternal Realm means casual players aren’t rushed, while “blasters” still get their grind-focused experience.
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Better use of development time. Right now, massive effort goes into mechanics that get deleted every season as well as constantly rebalancing the game between the divided playerbase. This change could help resolve the constant balancing issues as well as shift seasonal focus toward adding more permanent changes to the game instead of temporary powers. (edited from original post for clarity)
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Seasons become more meaningful. Developers can focus on storylines with lasting impact to Sanctuary like more connection to the main campaign or build-up for upcoming expansions, or on creating more permanent additions like mythics/uniques/aspects (instead of temporary powers).
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Targeted Focus on End-Game. By embracing Eternal Realm’s immediate access to end-game, seasons would need to adapt to create appropriate and relevant content with renewed development priority.
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More revenue for Blizzard. If battlepasses applied to both realms, more players would be incentivized to purchase them, increasing overall sales without restricting participation.
Addressing Common Counterarguments
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“Seasonal powers would break balance in Eternal Realm.”
- Not if seasonal mechanics are designed as questlines, bosses, or challenge modes rather than overpowered bonuses.
- Not if seasonal mechanics are designed as questlines, bosses, or challenge modes rather than overpowered bonuses.
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“Seasons are meant to be fresh.”
- The seasonal realm would still exist for those who wish to socially play this way. Adding content to Eternal Realm just gives more options to those who prefer long-term progression at their own pace (though they would still have to complete any seasonal objectives before the deadline).
- The seasonal realm would still exist for those who wish to socially play this way. Adding content to Eternal Realm just gives more options to those who prefer long-term progression at their own pace (though they would still have to complete any seasonal objectives before the deadline).
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“Eternal Realms shouldn’t get everything. What incentive would anyone have to still play Seasonal Realm?"
- It doesn’t take anything away from Seasonal Realm—it just stops forcing players into a seasonal grind if they don’t want. Seasonal Realm would likely remain blasters realm-of-choice because of the fresh start, but to further distinguish them from Eternal Realm, this could be a great opportunity to add leaderboards, such as “race to max level,” as a Seasonal Realm feature.
UPDATE: see my reply several comments down for example versions of Season 8 and 9.
Final Thoughts
This change would make Diablo 4 more inclusive, balancing all player types while letting the game grow sustainably. Instead of endlessly tweaking difficulty and loot rates, let players choose how they want to engage with seasonal content.
Seasons should be game-wide. What do you think?