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Diablo 4 Season 11: A Sharper Blade, But Not Everyone Will Like the Cut

에 의해 Ansley
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Season 11 of Diablo 4 is shaping into a bold shift — more structured, grindy, and far less forgiving. Whether that’s a good thing depends on who you are: a hardcore grinder who lives in the Pit, or a casual demon slayer looking to jump in after work.

Let’s break it down.

 

Leveling & Seasonal Rank: Guided Fun... at First

  • New Starting Point: Players begin with one skill point instead of the previous +12. That means you’re significantly weaker out of the gate.
  • Enemies Weaker on Normal: Despite your nerfed start, early mobs are easier to kill. But don’t even think about starting on higher difficulties unless you like pain.
  • Seasonal Rank System: Replaces renown for earning back skill and paragon points. Activities are predefined — think checklists (Helltides, bosses, quests).
    • Pros: Great for new or returning players. Gives direction.
    • Cons: Becomes repetitive for veterans. Feels like chores on subsequent characters.

Verdict: Great onboarding. Terrible long-term engagement.

 

Endgame Progression: The Wall Called Torment 4

  • Torment 1–3: Manageable.
  • Torment 4: Brutal.
    • Even with full optimization — level 100 glyphs, fully tempered, sanctified gear — builds struggle to handle Pit levels 80–90.
    • Only one or two viable builds per class can really thrive here.

This kills build diversity and demoralizes casual players. If you want arcade-style carnage, this ain’t it.

 

Tempering: Controlled Crafting, But at a Cost

  • You choose the affix (like cooldown reduction or golem damage); the only RNG is in the roll percentage.
  • You can use scrolls to re-roll until perfect. But:
    • You can’t temper multiple damage affixes — you often have to choose between utility and power, which can kill some builds.
    • Too many affixes are garbage (e.g., “life per kill,” “healing received”).

Verdict: Predictable but dull. You’re often forced to settle for mediocre, and that stings.

 

Masterworking: Now With 20 Clicks of Nothing

  • You can upgrade a Diablo 4 item 20 times.
  • But each step only adds minor stat increases (armor, resist, etc.).
  • Previously, masterworking could massively boost skill ranks and cooldown reductions. Not anymore.
  • Most upgrades feel like busywork — a bunch of low-impact numbers that don’t move the needle.

Verdict: A major power vacuum. Masterworking now feels mandatory but unrewarding.

 

Sanctifying: The Last Hope That Rarely Pays Off

  • Adds a new affix, might make the item indestructible, or replace an affix.
  • Only ~1 in 6 sanctified items get an extra aspect.
  • With 53 possible offensive aspects, the odds of getting the one you want are absurdly low.
  • And once sanctified, you can’t alter the item anymore.

Verdict: It’s the Hail Mary of gear upgrades, but most throws land in the dirt. You’re forced to use it due to the power deficit elsewhere, which defeats the optional point.

 

Capstone Dungeons: Necessary Chores

  • These are mandatory for progressing your seasonal rank and unlocking content.
  • Monsters inside are always level 30.
    • Do it too early? You can’t use the loot.
    • Do it too late? Loot is outdated.
  • They’re not challenging, just sluggish and annoying.

Verdict: Should’ve been optional and exciting. Instead, they’re speed bumps with bad timing.

 

Seasonal Theme: Cool Lore, Zero Power

  • Focused on the Lesser Evils (Duriel, Andariel, Belial).
  • Adds new world bosses, quests, and loot layers.
  • Divine Gifts: Offer XP and loot boosts, but no gameplay power.

Verdict: Themed content is fun, but without power boosts, it doesn’t help builds survive in Torment 4. Fun gets crushed under difficulty scaling.

 

Player Power & Build Viability: A Massive Drop

  • The new systems strip away power:
    • No more multi-rank skill boosts from Diablo 4 gear.
    • Cooldowns are harder to manage.
    • Additive and multiplicative bonuses are missing.
  • Some builds no longer work at all.
    • Golem builds, bone spirit, and anything cooldown-dependent are practically dead unless you have mythic-level gear.
    • Rogue builds lost additive damage sources.
    • Pulverize went from 34 ranks to maybe 13–14.

Verdict: Build diversity is tanked. You can’t just play what’s fun — you have to play what works.

 

Toughness: The New Defensive Stat That Makes No Sense

  • Combines armor and resist into one value.
  • But the math is mysterious and inconsistent:
    • 65k toughness = fine.
    • 3 million toughness = still get one-shot.
  • No clarity on how much is enough for Torment 4, and buffs cause wild swings in the number with no reliable effect.

Verdict: It’s supposed to simplify survivability but instead confuses everyone.

 

Final Thoughts: Season 11 Is Not for the Faint of Heart

Season 11 is a high-skill ceiling experience buried under layers of confusing systems and diminishing returns. The grind is long, the payoff is uncertain, and even optimized builds feel underwhelming.

  • If you’re a hardcore min-maxer, this season gives you spreadsheets to fill and bosses to conquer. You’ll love squeezing every % out of a stat.
  • If you’re a casual player who just wants to feel strong and have fun? Season 11 might beat you down before it lifts you up.

 

What Needs Fixing

  • Buff Masterworking: Let it boost cooldowns, ranks, and more Diablo 4 meaningful stats again.
  • Rebalance Toughness: And explain it better.
  • Make Sanctification Optional Again: Not mandatory due to power gaps.
  • Diversify Build Viability: More than 1–2 builds per class should be Torment-ready.
  • Restore Some RNG Fun: Predictability is good, but Diablo always had a thrill-of-the-hunt feeling.

 

Conclusion

Season 11 is a fork in the road. It’s a step toward a more grind-heavy, number-crunching Diablo that appeals to ARPG purists and punishes everyone else.

You’re in for a deep, punishing ride if you want that.

If not, you might want to wait and see how much Blizzard listens to the feedback from PTR — because as it stands, Season 11 is the hardest, most restrictive Diablo 4 has been yet.

 
Diablo 4 Season 11: A Sharper Blade, But Not Everyone Will Like the Cut

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