Just some thoughts, reflections, and feedback based on my experience playing the DLC
One of the biggest improvements has been the evolution of the build system. The new progression tree, alongside the Horadric Cube, crafting improvements, and other changes, brought something extremely important to ARPGs: freedom
Players now feel like they are building a character instead of simply waiting for one specific item to drop.
Another huge success was the War Plans system. The most interesting part about it is not just adding a new mechanic, but strengthening content that already existed. Helltides, Nightmare Dungeons, Hordes, Pit, and other activities now feel more connected inside a larger ecosystem. That is much healthier for the game long term than constantly abandoning old systems every season.
The quality-of-life improvements were also excellent:
loot filter;
map overlay;
Another extremely positive direction was reducing the almost exclusive dependency on Pit pushing for endgame relevance. For a long time, the game revolved around a single competitive metric: “which build pushes farther?”. That naturally narrowed builds, gameplay styles, and activity diversity.
Now it feels like there is a real effort to value multiple endgame activities, and that is excellent for the long-term health of the game.
The MephistoT12 encounter also showed something very interesting. For the first time in a while, some content started demanding more than just universal DPS. Survivability, resistance, and defensive adaptation started becoming genuinely relevant. That could be the beginning of a much healthier direction for build diversity.
Now, moving into the points that could still improve:
War Plans still have a major structural issue for players who enjoy creating multiple characters. Right now, every new character almost completely resets progression for the system. Instead of encouraging experimentation, it often creates a feeling of punishment.
ARPGs thrive on experimentation, fantasy, and creativity. Creating a new character should feel exciting and liberating — not like repeating large amounts of already completed progression.
Another important point: events still feel too limited to simple bonuses like XP, goblins, or caches. Those change numbers, but they don’t truly transform gameplay.
Events could follow the natural cycle of a season:
early season focused on unique drops;
mid-season focused on greater affixes and crafting;
late season focused on mythics, chaos, and power fantasy.
The game could also explore more dynamic rotating modifiers:
increased density weeks;
DoT-focused weeks;
minion-focused weeks;
overpower bonuses;
elemental-focused rotations;
crafting events;
rotating activity bonuses.
That would make the game feel far more alive while constantly refreshing the endgame without needing endless new systems.
Another extremely important issue is that many activities are still mechanically very similar.
Hordes, Helltides, Nightmare Dungeons, Pit, and several other activities often test the exact same strengths:
clear speed;
mobility;
AoE damage;
fast farming efficiency.
And that naturally funnels the meta.
No matter how many builds exist, if every activity rewards the exact same gameplay profile, a universal dominant build will always emerge.
Maybe the focus should not only be balancing numbers between classes, but also designing activities that reward different kinds of strengths:
survivability;
control;
support;
sustain;
defense;
mobility;
burst damage;
slower but safer progression.
The ideal solution would not be forcing players to create multiple characters for different content. Instead, specialized builds could naturally be easier and more accessible to create, while universal builds would exist as long-term investment goals requiring much deeper system mastery and refinement.
A specialized build could naturally excel in one type of content, but through investment, advanced interactions, specific items, synergies, and creativity, players should still be able to evolve that build far beyond its original purpose.
And maybe that is where the true secret lies: interactions.
Today, many builds only scale through damage. But builds could also evolve through:
area;
speed;
sustain;
control;
multiple casts;
automation;
cooldown reduction;
defense;
utility;
skill interactions.
And this leads into what may be the most important point of all:
The average ARPG player does not only want mathematical efficiency. They want to play with the system.
When players ask questions like:
“Why can’t I summon 20 Hydras?”
“Why can’t Whirlwind become fire or ice?”
“Why can’t my minions also use Whirlwind?”
“Why can’t I merge multiple Hydras into one giant Hydra?”
they usually are not trying to break the game.
They are trying to explore fantasy, creativity, identity, and expression inside the system.
That is one of the reasons why some games create such a powerful sense of accomplishment. Players feel like they discovered something. They feel like they transformed an unusual idea into something functional and powerful.
And that feeling is incredibly rewarding.
Even when balance adjustments become necessary later, most players are far more emotionally attached to freedom, experimentation, and fantasy than to perfect competitive balance.
Because the vast majority of ARPG players are not playing for rankings or absolute competitive precision. Most players:
work;
study;
play a few hours a day;
participate in seasons;
and simply want to experiment with fun ideas.
What makes many players fall in love with ARPGs is the feeling that they can transform improbable ideas into something powerful through creativity, investment, and interaction with the system.
Another important issue is multiplayer progression inside War Plans. Right now, progressing together is often frustrating because objectives must perfectly align between players. That unintentionally encourages solo progression in a system that should strengthen cooperation.
War Plans could:
synchronize group progression;
share objectives;
allow simultaneous advancement;
reward cooperative play;
encourage diverse build compositions.
And maybe the most important point of all:
Players do not want the absence of effort. They want freedom in how they evolve.
Some players enjoy:
mastering gameplay;
learning mechanics;
improving execution.
Others enjoy:
theorycrafting;
crafting systems;
synergies;
optimization.
Others enjoy:
cooperation;
support;
economy;
experimentation.
All of those are legitimate forms of effort.
When a game recognizes multiple forms of progression as valid, players stop feeling trapped inside a single mandatory path and start feeling something much more important: freedom to become who they want to be inside the system.
Overall, the current direction feels very positive. Diablo IV seems to be evolving toward a healthier, more creative, more alive, and more player-driven ecosystem.
And maybe the next big step is fully embracing that philosophy: less rigid limitation, more interaction, more fantasy, more creativity, and more freedom for players to transform their own ideas into gameplay.
Before someone comments on it: yes, this text was organized with the help of AI. It helps overcome the language barrier and better communicate complex ideas. Say no to prejudice ![]()