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Diablo IV |OT| Blessed Mother... Save Us

As someone who actually somewhat enjoyed Season 7, but skipped season 8, is season 9 worth checking out? I see a lot of negative sentiment, but that seems to mostly correlate with people who play every season and the new seasons don't address core problems.

As someone who didn't mind the gameplay loop for a few weeks in season 7, the boss ladder changes in 8 and new changes in 9 should be neat to improve that, right? Or did things somehow get worse? Most the doom and gloom seems to just be perpetual doom and gloom that I didn't share in prior seasons.
 
As someone who actually somewhat enjoyed Season 7, but skipped season 8, is season 9 worth checking out? I see a lot of negative sentiment, but that seems to mostly correlate with people who play every season and the new seasons don't address core problems.

As someone who didn't mind the gameplay loop for a few weeks in season 7, the boss ladder changes in 8 and new changes in 9 should be neat to improve that, right? Or did things somehow get worse? Most the doom and gloom seems to just be perpetual doom and gloom that I didn't share in prior seasons.

Since you skipped Season 8, you probably shouldn't have "powers" fatigue that is affecting many in the playerbase. If the most fun thing about Season 7 was the headhunt witchtide thing, that's not in the game anymore, which could bum you out.

You seem to have enjoyed Season 7, so it's worth a shot. If you already own the game, it's not very hard to download it again, reinstall it, and hop on for a couple of hours just to see how you feel. If you have fun keep playing, if you're not after a couple of hours, delete and move on.
 
As someone who actually somewhat enjoyed Season 7, but skipped season 8, is season 9 worth checking out? I see a lot of negative sentiment, but that seems to mostly correlate with people who play every season and the new seasons don't address core problems.

As someone who didn't mind the gameplay loop for a few weeks in season 7, the boss ladder changes in 8 and new changes in 9 should be neat to improve that, right? Or did things somehow get worse? Most the doom and gloom seems to just be perpetual doom and gloom that I didn't share in prior seasons.
The new powers are actually kind of interesting this season. The mechanic is basically kurast attunement which means if you get to endgame farming for runes it might feel sameish.
 
started with Spiritborn. Since I only played this class in the expansion season (and power leveled a char in last one) it feels kinda fresh.
 
Started up a QV leveling Spiritborn. Scratch that, been reading more on Evade and I'll likely switch to that instead.

I am sure I'm not alone when I say this, but a fresh seasonal start is always the best time.
 
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Have they brought back D3 rifts yet with EZ matchmaking? LOL.

... I will probably try this season out when I get back from my upcoming vacation. The hype seems to have been pretty low for this season.
 
Have they brought back D3 rifts yet with EZ matchmaking? LOL.

... I will probably try this season out when I get back from my upcoming vacation. The hype seems to have been pretty low for this season.

The pit is probably closest to that experience, and there is a party finder now but its not quite as fun as rifting.

The problem is fatigue. The seasons are basically one mechanic. Augment build with an additional power, then grind reputation and the seasonal questline. Different flavour of icing but the same cake.

If you haven't played in a while there's enough fulfilment there.
 
The pit is probably closest to that experience, and there is a party finder now but its not quite as fun as rifting.

The problem is fatigue. The seasons are basically one mechanic. Augment build with an additional power, then grind reputation and the seasonal questline. Different flavour of icing but the same cake.

If you haven't played in a while there's enough fulfilment there.
Sorry, I was being sarcastic. I have played all of the seasons so far. It amazes me that Blizzard hasn't implemented some of their D3 successes.
 
Sorry, I was being sarcastic. I have played all of the seasons so far. It amazes me that Blizzard hasn't implemented some of their D3 successes.
Yeah, I'm kind of losing a bit of patience tbh. I can't put my finger on why D3 was so much fun. I'd log on to blast the undead but here I feel like I'm logging onto level up. I think there's too much to chase instead of just building. Everyone is running one of the 2 archetypes per class.....
 
No, you weren't going crazy


HOTFIX 2 - July 2 - 2.3.0

Bug fixes:

  • The drop rate for Arcana in Horadric Strongrooms has been significantly increased.
  • Fixed an issue where Nightmare Dungeon Sigils were not awarded when completing a Nightmare Dungeon.
  • Stability improvements.
 
Uniques I'm hunting at the moment

Tempest Roar
Mad Wolf's glee
Tibaults will
Maleficent crescent

If anyone is searching for others post them in here so we can look out for each other?
 
I'll keep an eye on those, but I believe only Tibaults isn't class specific?
I'm currently on a Spiritborn, fighting for all resists because I get 1 shot on T4. Damage is ok.
Might up a Sorc and/or a Rogue, but I'm slower this season because of Death Stranding 2 and Resident Evil 4 Remake
I see you online often but lag with non Americas servers makes the game super clunky 😕
 
Tried D4 today for the 1st time on my PS5 Pro and...what the hell is this combat boys ? Everything feels so weightless, attacks lack "oomph", there's no controller vibration and enemy hit reactions are non existent.
It's basically hold attack/spell button down and see the enemy explode.
I don't remember it being so bad in D3, have they changed things for 4 or am I just misremembering things ?

Don't get me wrong, this is a dungeon crawler and not some character action game so I wasn't exactly expecting hit-stop on attack landing but...this is some of the worst, auto-pilot weightless shit that I've ever encountered in a "AAA" game, I mean, I went through the whole intro and the game almost put me literally to sleep ffs, I don't think I'll be continuing this which is a shame since the art-direction seems good so far (I like Grimdark stuff).

And people think that Dynasty warriors games have bad, repetitive combat ? Man, the combat systems in those feel like Ninja Gaiden 2 levels of complexity compared to...whatever this is.
 
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Tried D4 today for the 1st time on my PS5 Pro and...what the hell is this combat boys ? Everything feels so weightless, attacks lack "oomph", there's no controller vibration and enemy hit reactions are non existent.
It's basically hold attack/spell button down and see the enemy explode.
I don't remember it being so bad in D3, have they changed things for 4 or am I just misremembering things ?

Don't get me wrong, this is a dungeon crawler and not some character action game so I wasn't exactly expecting hit-stop on attack landing but...this is some of the worst, auto-pilot weightless shit that I've ever encountered in a "AAA" game, I mean, I went through the whole intro and the game almost put me literally to sleep ffs, I don't think I'll be continuing this which is a shame since the art-direction seems good so far (I like Grimdark stuff).

And people think that Dynasty warriors games have bad, repetitive combat ? Man, the combat systems in those feel like Ninja Gaiden 2 levels of complexity compared to...whatever this is.

D3 still has more oomph. If you want a modern version of what you're looking for, try PoE2.
 
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So, downloaded Diablo 4 with PS+ and enjoying the game way more than I expected.
Currently running the pit in endgame.

Wondering why people were so mad at the game?
Was it really so terrible compared to what it is now?

Imo Diablo 4 > PoE2. At least when it comes to the necromancer-class and drop-in/drop-out co-op with randoms.
 
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So, downloaded Diablo 4 with PS+ and enjoying the game way more than I expected.
Currently running the pit in endgame.

Wondering why people were so mad at the game?
Was it really so terrible compared to what it is now?

Imo Diablo 4 > PoE2. At least when it comes to the necromancer-class and drop-in/drop-out co-op with randoms.
i think the actual gameplay is good enough. i like it. the 2 main issues i have are build variety and endgame. the game lacks severely in both. it would help if they added items and balanced things better but the endgame is like non-existant. for a first/single playthrough, i think the game is good.
 
I like both games, but I'd like to hear why you like necro better in D4. I feel like Necro stuff in PoE2 is a lot better due to more variety in minions, curses, and playstyles.
Maybe it's because I started PoE2 with Blood Mage and I conflate it with necro specifically, but the experience in PoE2 was absolute trash. Mainly due to Blood Mage being absolutely trash.

I also feel like PoE2, in comparison to Diablo 4, is needlessly convoluted and while I do appreciate the depth it offers, it's likely just a matter of preference. Though the ability in PoE2 where you can choose spectres does change things a bit.

Imo Necromancer in Diablo 4 is far more streamlined and while more limited, I appreciate the more well-rounded approach it offers. Less focus on stats and more on the gameplay.
The way they handled the minions is better as well, imo. You three types of minions always available, each with 3 'sub-classes' offering 2 variations and the ability to sacrifice them for stat-boosts (depending on the chosen 'sub-class).

Then again, PoE2 is still in early access with a 0.2.0 version and Diablo 4 is a full release, but as of now I think Diablo offers a far better experience overall.
 
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I'm struggling with the Master Spellcrafter and Night Terrors objectives in Chapter 5. Things I've been doing are not counting towards progress, such as the local events with mastery. I've done multiple of those, but the counter is still 0/5? Frustrating.
 
I'm struggling with the Master Spellcrafter and Night Terrors objectives in Chapter 5. Things I've been doing are not counting towards progress, such as the local events with mastery. I've done multiple of those, but the counter is still 0/5? Frustrating.
probably a stupid question but are you on torment 2 or over? I wasn't getting the local one either but I'd dropped to level 1 to try lilith and forgotten to put it back up.

As for the other one just pick one and forget about it for a few hours and it'll probably be done. The last one resets every time you change it so that takes a while when you're done with the rest.
 

2.3.1 Build #66949 (All Platforms)—July 15, 2025

Vessel of Hatred

Balance Update

Spiritborn

Aspect of Pestilence

  • Damage bonus increased from 35-75% to 50-90%.
Payback

  • Damage increased from 125% to 150%.
Razor Wings

  • Damage increased from 75% to 95%.

Bug Fixes

  • Fixed an issue where Longtooth, The Wretched could pass through the arena entrance fog and get stuck in The Kurast Undercity.
  • Fixed an issue where Spiritborn's Concussive Stomp did not consistently activate Horadric Catalysts.
  • Fixed an issue where the Ravenous Necrolyte Cache quest reward couldn't be opened by a Spiritborn.

Base Game

Balance Updates

Barbarian

Battle Trance

  • Lucky Hit Chance increased from 10% to 20%.
  • Damage bonus increased from 15%-30% to 30%-60%.
Double Swing

  • Damage increased from 66% to 85%.
Hammer of the Ancients

  • Damage increased from 110% to 175%.
Rend

  • Bleeding damage increased from 120% to 135%.
Upheaval

  • Damage increased from 132% to 200%.
Whirlwind

  • Damage increased from 52% to 76%.
Barbed Carapace

  • Thorns damage increased from 100% to 120%.

Druid

Pulverize

  • Damage increased from 150% to 175%.
Greatstaff of the Crone

  • Previous: Claw is now also a Storm Skill and also casts Storm Strike at 200-350% normal damage.
  • Now: Claw is now also a Storm Skill and also casts Storm Strike. Claw and Strom Strike deal 100-250% increased damage.

Necromancer

Hulking Monstrosity Passive

  • Additional Golem damage sacrifice bonus increased from 35% to 60%.

Rogue

Deathmask of Nirmitruq

  • Damage bonus increased from 70 to 100%.
Breakneck Bandit's Aspect

  • Damage increased from 25-45% to 35-55%.

Sorcerer

Meteor

  • Impact damage increased from 120% to 140%.
Aspect of Frozen Orbit

  • Frozen Orb damage increased from 30-50% to 50-70%.
Aspect of Frozen Memories

  • Avalanche Vulnerable damage bonus increased from 50-75% to 75-100%.

Season of Sins of the Horadrim

  • Arcana will now be picked up automatically.
  • Myriad Stone now grants temporary Attack Speed, and stacks additively alongside sources of permanent Attack Speed.
  • For Nightmare Dungeons with the Equipment Delve affix, Horadric Artifact channel time has been reduced from 0.75 to 0.25 seconds. Additionally, the channel can no longer be interrupted by damage.

General

  • Clearing The Pit now awards additional Artificer's Stones.
    • Tier 70-84: 2-3 Artificer's Stones
    • Tier 85-99: 4-6 Artificer's Stones
    • Tier 100+: 8-9 Artificer's Stones
  • Completion rewards for Legion Events now include more salvage materials and Forgotten Souls in Torment difficulties.
  • Horadric Chests in Nightmare Dungeons with the Horadric Materials Reserve affix award more salvage materials and Forgotten Souls.
  • The Forgotten Wisdom affix for Nightmare Dungeons has been adjusted.
    • Motes will now split experience between party members instead of only granting experience to the party member who picks it up.
    • The maximum amount of Motes that can spawn throughout the entire dungeon has been significantly increased, while the frequency of the Experience Motes dropping has been slightly reduced.
    • Each Mote now grants more experience.
    • Monsters summoned by other monsters no longer drop Motes.
    • Motes will no longer drop in Horadric Strongrooms.

Bug Fixes

Season of Sins of the Horadrim

  • Fixed an issue where Horadric Gateways could unexpectedly disappear and reappear during the A Wanderer, Into Flames quest.
  • Fixed an issue where the Visions of Pain and Beastmaster's Bane Season Journey objectives and the Truths that Line Within quest did not have requirements consistent with their descriptions.
  • Fixed an issue where opening Grand Horadric Caches in Nightmare Dungeons not found in a Escalating Nightmare counted towards progression for the Night Terrors Season Journey objective.
  • Fixed an issue where players in a party couldn't see other Cosmic Anomalies from other players in their party.
  • Fixed an issue where Horadric Phials were incorrectly listed as Horadric Wayfinders in multiple locations.
  • Fixed an issue where Barbarian's Iron Maelstrom didn't consistently trigger Catalysts.
  • Fixed an issue where Druid's Nature's Fury Key Passive couldn't trigger from a skill with a Cooldown if a Catalyst was assigned to it.
  • Fixed an issue where the Season Journey Objective for clearing Nightmare Dungeons also progressed from clearing normal dungeons.
  • Fixed an issue during the Embers Yet Smolder quest where there could be a duplicate Bryona. Easy on the Elixir of Precision next time, hot shot.
  • Fixed an issue where duplicate Horadric Tomes could drop in Strongrooms.
  • Fixed an issue where the buff to Horadric Knowledge earned from Horadric Strongrooms did not properly function.
  • Fixed an issue where duplicate Horadric Gateways could appear after completing a Horadric Strongroom while in a party.
  • Fixed an issue where Horadric strongrooms sometimes did not appear when they should.
  • Fixed an issue where weapon swapping would halt the spawn of Anomalies.
  • Fixed an issue where Elemental Totems, Blood Blisters, Drifting Shades, and Dark Omens from their associated Nightmare Dungeon Affixes could spawn in Horadric Strongrooms.
  • Fixed an issue where Strongroom encountered during The Embers Yet Smolder quest could be indefinitely farmed if the player never picked up the Blood Relic.
  • Fixed an issue where The Unseeable Demands their Gaze seasonal quest could not be completed if the player left the game after triggering Davish's dialog.

Nightmare Dungeons

  • Fixed an issue where the number of deactivated affixes would reset to 0 when slaying a monster in an Escalating Nightmare.
  • Fixed an issue where the Horadric Reward cache awarded from Nightmare Dungeons with the Equipment Delve affix would not award any items.
  • Fixed an issue where the Butcher from the Bloody Mess Nightmare Dungeon Affix would not drop any loot.
  • Fixed an issue where the Horadric Portal to progress through an Escalating Nightmare would not function if the member of the party who activated the sigil left the party.
  • Fixed an issue where the Obducite Mine Escalation Nightmare affix could appear before reaching level 60.

Gameplay

  • Fixed an issue where the visual effect for X'Fal's Corroded Signet was larger than the actual damage radius.
  • Fixed an issue where teleporting to a waypoint could fail after failing to teleport to a party member.
  • Fixed an issue where the Astaroth fight could reset if the player died during the Astaroth's death animation.
  • Fixed multiple instances where killing objective monsters too quickly in various dungeons could block progression.
  • Fixed an issue where Treasure Goblins and the Butcher wouldn't spawn in the Deserted Underpass. (Turns out they took deserted a bit too literally).
  • Fixed an issue where the first upgrade to the Necromancer's Shadow Mages didn't grant the proper damage bonus in various situations.
  • Fixed an issue where Deathmask of Nirmitruq would drain Life while Inner Sight was active.
  • Fixed an issue where the Harbringer of Hatred cache selected from Belial's Horde dropped Unique items with three base affixes.
  • Fixed an issue where end of dungeon rewards could include Infernal Hordes Compasses when Infernal Hordes was not yet accessible.
  • Fixed an issue where Hulking Monstrosity paragon node was not getting any benefits from the Sacrificial Aspect.

User Interface and User Experience

  • Fixed an issue where the Corrupting Strikes Nightmare Dungeon affix did not use "Corrupting" when referring to Shadow Damage over time.
  • Fixed an issue where the Stats and Materials tab could appear blank if it was open while interacting with a Vendor or other NPC.
  • Fixed an issue where New Item notifications didn't clear when equipping a full armor set in the Wardrobe.
  • Fixed an issue where your item's Durability status did not update as expected in the Armory menu.
  • Fixed an issue where the Rend size and Death Blow size effects didn't properly display in the character stats menu.
  • Fixed an issue where the Iron Demon armor listed the wrong class when viewed as a Sorcerer or Rogue.
  • Fixed an issue where pressing the Sort button while playing on controller in the Horadric Lapidary window would display a blank and non-functional crafting inventory window.
  • Fixed an issue where the Aether Counter in Infernal Hordes would not appear if the player entered from a Horadric Strongroom.
  • Fixed an issue where the second player in Local co-op could not assign skills to a button via the Skills menu.

Miscellaneous

  • Fixed an issue where Astaroth's voice lines were barely audible when beginning his boss fight.
  • Various stability, performance, visual, and UI improvements.
 
probably a stupid question but are you on torment 2 or over? I wasn't getting the local one either but I'd dropped to level 1 to try lilith and forgotten to put it back up.

As for the other one just pick one and forget about it for a few hours and it'll probably be done. The last one resets every time you change it so that takes a while when you're done with the rest.
I was on Torment 2. I figured out I was killing the monsters too quickly before I deactivated their affixes. Just finished Master Spellcrafter so I can move into Chapter 6, phew!
 
Tried D4 today for the 1st time on my PS5 Pro and...what the hell is this combat boys ? Everything feels so weightless, attacks lack "oomph", there's no controller vibration and enemy hit reactions are non existent.
It's basically hold attack/spell button down and see the enemy explode.
I don't remember it being so bad in D3, have they changed things for 4 or am I just misremembering things ?

Don't get me wrong, this is a dungeon crawler and not some character action game so I wasn't exactly expecting hit-stop on attack landing but...this is some of the worst, auto-pilot weightless shit that I've ever encountered in a "AAA" game, I mean, I went through the whole intro and the game almost put me literally to sleep ffs, I don't think I'll be continuing this which is a shame since the art-direction seems good so far (I like Grimdark stuff).

And people think that Dynasty warriors games have bad, repetitive combat ? Man, the combat systems in those feel like Ninja Gaiden 2 levels of complexity compared to...whatever this is.
You need some poe 2 in your life mate
 
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