Screenshot via Activision Blizzard

Diablo 4 devs talk player feedback, big balance changes, and more in today’s Campfire Chat

More killing dudes, less reading tooltips.

Today, the Diablo IV team sat down to discuss Season 4, player feedback, and future goals for the ever-changing aRPG.

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Loot is the reason for the season

A main talking point during the stream was a focus on lessening time spent “sorting” through loot after a brief outing in, say, a Nightmare Dungeon. Less affixes, more meaningful drops, and a higher potential for customization via the new Tempering and Masterworking systems means far less time spent straining your eyes comparing every pair of pants.

Another change that aims to pare down useless loot drops is more guaranteed sources of item level 925 gear. Obol gambling will provide 925 gear, guaranteed, in World Tier 4 at level 100. Helltides, too, will drop maximum item level gear.

The team is also looking to increase the value of Rare and Magic items beyond salvage fodder, but this will come in a future patch. Right now, Legendaries are the star of the show, but even these are getting their own “jackpot” moments through Greater Affixes (1.5x the highest possible value), which are denoted by unique icons when they drop.

Armor and stat cap balance changes

The devs are aware that, currently, enemies that seem easy as players progress will suddenly begin 1-shotting them as the difficulty ramps up. Things like damage reduction and armor values are overly complex at the moment, and these knobs are being turned:

  • In Season 4, the armor physical reduction cap is remaining at 85%, but scaling on the amount required will cap out at level 100 monsters
    • This means an armor value of 9,230 will be enough to reach 85% physical damage reduction against all enemies, no matter the level
  • Cooldown Reduction’s new cap is 75% (from gear)
  • Increased Area Size’s new cap is 100%
  • Fortify Damage Reduction increased from 10% to 15%

Helltide Reborn

Helltide is getting a major facelift in season 4, with a focus on enemy density and activity variety. These changes are permanent, appear in World Tier 1 through 4, and will also be coming to the Eternal Realm.

  • New Threat system: the longer you fight, the more monsters will appear (including the player-favorite Hellworm that spits enemies onto the battlefield)
  • New enemies: the Hellborn. These function a lot like the Blood Seekers from Season 2, which mimic players’ abilities
  • New boss: the Bloodmaiden. This boss can be summoned cooperatively with other players through the “Accursed Ritual,” which requires 3 Baneful Hearts that drop from the Helltide

Iron Wolves content details

The Iron Wolves will fight alongside players during Helltides, with Seasonal players having access to a new questline involving the faction. This content isn’t as juicy as proper, “seasonal” content, but it’s a concession since most of the resources clearly went to balance changes and item reworks.

  • 18 tiers of rewards, designed to push player power by providing high-stat loot
  • Cosmetics including a new mount banner and mount trophy earned by completing the Iron Wolves reputation track
  • New seasonal powerup: the Profane Mindcage. For the next 60 seconds, Helltide monster level increases by 10 and increases the amount of Abberant Cinders dropped

Changes based on PTR feedback

  • No more fail chances on item Masterworking
  • Bad luck protection applies to Baneful Hearts in the Helltide, so they drop more often
  • Blood Maiden rewards increased, with more rewards if you contributed in the summoning
  • The Pit’s difficulty increased: Masterworking materials moved up 10 tiers each, monster health and damage increased
  • Nightmare Dungeons and the Pit both drop increasing numbers of Murmuring Obols past level 46 and level 1, respectively
  • Murmuring Obols cap increased to 2,500
  • Glyph experienced granted by Nightmare Dungeons boosted by 25%
  • Boss materials will drop randomly throughout the world as well as from their normal sources
  • Ladder bosses have a small chance to drop Uber Uniques

Q&A

These are abbreviated (not quoted) from the Q&A segment of the stream:

  • What does this mean for Season Powers in the future?
    • Season 4 is focused on changing major aspects of the game so killing monsters feels good. Seasons are for changing what the developers think is most important for the health of the game. “Big ideas” for the future, you will see powers again.
  • Different beam color for items with Greater Affixes?
    • Being considered, but the special star icons feel adequate for now.
  • Are Season 4 changes coming to Eternal?
    • Yes, everything besides the Iron Wolves rewards will be coming to the Eternal Realm.
  • After itemization, what’s the next big system you’re looking to change?
    • Players are looking for endgame at level 100, and there are more opportunities for building on the endgame framework.

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