Every season you do the same article but a different season theme that should be permanent.
They need to do some class tuning real quick. It's no fun the whole game being 1 spec andy.
Gear that does stuff is a problem! Reduce all gear to at best +%Dmg and +%Armor. Don't need gear to have more stats! Everything else is a gigantic problem and needs to be removed immediately!1111einself
They need to overhaul the eternal x season servers.Eternal should be the place where you have the slow progression with most (if not all) the seasonal systems that they create each season. It could be the ultimate place for builds, challenges, etc.Season should be the place for "quick progression" and basically a showcase of the new seasonal system. Like how it is today, with characters limited to just what would be considered the base game systems + the new one.Sanctification would be always up on eternal. And in case it becomes a base game system like tempering, it would also show up on any new season.Kinda like card games.
for sure this season is by far the best one but we are relatet to certain item like shroud, ring of starlessky ecc..i will prefere more variant expecially not wearing a shroud of false death with my pala that give stealt...i wanna see my wings!
Guys just give it up until the expansion, nothing is happening over here
Yeah, but sigils should be rare. Right now this system is just free power creep, which D4 doesn’t need.
Sanctification should have a way to reroll since sometimes you get like 5 ilvl upgrade which is minimal dmg/def increase and with huge rng luck you get insane dmg buffs
sanctification is honestly the worst progress mechanic ever designed, it should have not made it to live servers nor for the love of everything gaming it should be a permanent addition to the game.
no it does not, im having to do 3-5 infernal hordes to temper a single item. Im sick of trying to farm mats to keep making new GG gear to scantify. Tge system in its current form is terrible.
Not sure who needs to hear this but despite playing multiple classes every season, I've never used Shroud in any season since it was added and I can proudly say I still had fun.
I agree with the hate towards Santification. I hate it more than anything D4 has ever added into the game. It's the worst thing in any Diablo game that's ever been added and I can't wait for it to go away next season. Not only is a literal anti-build-flexibility-mechanic or a "screw you" if you forget to do something like add sockets to your chest before sanctifying and now you can't use it because you need runes, but I literally got my first usable 4GA ever this season and when I sanctified it, it REPLACED the most crucial affix on the piece with an affix that doesn't even work for my class at all, not to mention my build. I alt F4'd and I'll be back next season because of it.
The only thing i dont really like about the new sanc system is that it seems to be heavily weighted towards add a stat or add a GA ... ive sanc'd hundreds of pieces and I've only seen 1 add a legendary aspect power. I've seen far too much +int, + str, +health, +lucky hit or worse +cold damage +fire damage for my lightning build :PBeyond that, this system is tolerable - just need to fix the weighting some (or allow us rerolls of some sort)
I'm not a huge fan of the system, but I don't think it's the worst blueprint for something in the future inspired by it. Having to farm so many mats for tempering on new stuff feels off.
I don't think they necessarily need to make sanctification permanent, but there should definitely be a 'locked in' upgrade you can apply to items once theyre fully upgraded. But less RNG then sanctification. About half the time, sanctify either gives a useless legendary power or a mostly useless fifth affix. If upgrades were limited to either more quality, or an improved existing affix, it would be more smoother.
I really think heavy random RNG mechanics in games are a bad design choice. Instead of rewarding skill, planning, or effort, they often just punish players with bad luck. When outcomes are decided by random rolls rather than player decisions, it feels unfair and out of your control.RNG doesn’t create meaningful challenge — it creates frustration. Losing because you made a mistake is fine; losing because the game decided “no” isn’t. Over time, this pushes players away rather than keeping them engaged.Some light randomness can add variety, but when core systems depend on RNG, it undermines player agency and satisfaction. Games should reward mastery and smart choices, not luck.