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MMoexp: The Mixed Legacy of Diablo IV Season 11

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发表于 昨天 15:09 | 显示全部楼层 |阅读模式
The arrival of Season 11 in Diablo IV has stirred a mixture of excitement and skepticism within the community. While Blizzard’s seasonal updates have historically pushed the game in innovative directions, Season 11 seems to be a step forward in some areas, yet a slight retreat in others. Having spent significant time testing the Season 11 content on the test server, I’ve compiled a thorough analysis of what works, what doesn’t, and what could be improved. Spoiler alert: despite the new additions, Diablo 4 Gold still feels like the peak season so far.
Tempering Changes: A Double-Edged Sword
One of the biggest adjustments in Season 11 is the overhaul to tempering and affixes. Players now have the ability to select the Affix Items (AICs) they want, which was a long-requested feature. This gives more control over gear customization, especially for crafting builds optimized for solo or group play. However, this change comes with a controversial limitation: players can now temper only one AIC at a time. While mathematically this doesn’t reduce overall power—thanks to the introduction of an extra main AIC on legendary items—the restriction feels limiting.
The tempered affixes themselves were arguably the most compelling aspect of AICs in previous seasons, offering interesting and impactful variations on gameplay. Season 11’s approach makes the system somewhat less engaging. That said, there is potential for tempering to regain its appeal if Blizzard expands the ranges on AIC rolls. By increasing variability, players would have a stronger incentive to chase max rolls, making the system more exciting for high-end builds.
In short, tempering in Season 11 is a step forward in customization, but it sacrifices some of the excitement that previous systems offered.
Monster Combat and Environmental Changes
Season 11 introduces a notable shift in monster behavior. Early-game encounters now feel smarter: enemies dodge, reposition, and use their abilities more effectively. While late-game fights don’t always feel dramatically different, the introduction of new affixes adds layers of tactical depth. Players now have to dodge, maneuver, and anticipate attacks, which increases engagement during prolonged encounters.
Visually, combat has become “noisier.” With more effects on screen, seasoned players might feel the chaos more intensely, and it’s safe to say that this could challenge older or less patient gamers. If you’re not a fan of bullet-hell-esque scenarios with dozens of mechanics happening simultaneously, the game may feel overwhelming at times. Nonetheless, the changes make fights feel more dynamic and unpredictable, which is a positive step for veteran players seeking variety.
Potion Changes: Risk Versus Reward
Potion management has also received attention in Season 11. Players are now limited to four potions, instead of the previous eight. This creates a sense of risk and forces more strategic use, especially in combat-heavy zones. However, in practice, potion drops appear too generous, meaning that players rarely find themselves truly in danger of running out. While the concept of limiting resources is solid, balancing the drop rate to match the intended risk will be key in ensuring meaningful gameplay tension.
New Content and World Changes
Lesser Evils in Sanctuary
Season 11 brings fresh challenges to the world map, with the Lesser Evils invading Sanctuary. Locations such as The Pit now include new mechanics like Bile and champion packs, adding complexity and replayability. For example, players can interact with Balile Eyes to summon extra monsters without backtracking—a clever design change that keeps combat continuous and rewarding.
Hell Tai, now dominated by Dural, introduces thematic enemies that are visually and mechanically engaging. Players are rewarded with divine gifts, adding new layers to gameplay progression. The first new world boss, a giant Asmodan, impresses with scale and presence, providing a truly epic encounter for groups.
The Tower: Diablo II’s Influence
Arguably the most exciting addition in Season 11 is The Tower, which feels reminiscent of Diablo II’s Greater Rifts. Unlike The Pit, which many players found repetitive, The Tower offers more dynamic map layouts, monster spawns, and pacing, making it a standout feature. However, the Tower has one major design flaw: single-target damage bottlenecks. Some builds, particularly those with weak single-target skills like the Dance of Knives Rogue, struggle against Rift Guardians. Without a mechanic akin to Diablo III’s Bane of the Stricken, these encounters can feel drawn out and frustrating.
Similarly, pylon shields in The Tower introduce additional challenges but can disrupt pacing for certain builds. While most classes manage these mechanics without issue, high-speed or specialized classes may find themselves wasting time on shields rather than efficiently progressing.
Season Rank Overhaul
The Season Rank system replaces the older Season Journey, and it’s a clear improvement in many ways. Players now start at level one and earn bonus skill points as they progress, which is immediately gratifying. Capstone dungeons feature unique mechanics that feel rewarding and well-designed, making progression faster and more engaging. However, not all challenges are perfectly balanced. Some boss XP gains, like from Asthma summons, are arguably too high, leading to a slightly inflated leveling pace.
Overall, the Season Rank system is a step forward in player progression. It encourages daily engagement and rewards players more effectively than previous iterations, though minor tuning may still be required.
Sanctification and Risk Mechanics
One of the most polarizing features of Season 11 is Sanctification, a “gamble” mechanic that lets players attempt to power up gear at the risk of destroying it. The concept is compelling: it introduces risk-reward decision-making for advanced players who enjoy long-term farming and experimentation. However, casual or time-constrained players may find it frustrating. The expected value isn’t always obvious, and initial reactions during the first days of the season are likely to include complaints about failures and wasted materials.
Sanctification fits well for the hardcore demographic, but Blizzard may need to better communicate its design philosophy to avoid alienating newcomers.
Healing and Survival Updates
Season 11 brings adjustments to healing mechanics, particularly by making Fortify function as a healing system. While the idea is creative, it doesn’t drastically alter gameplay. The fundamental problem remains: death is often instantaneous. Players either die before healing can matter or maintain full health due to the robust mechanics of certain builds. In practice, this means that healing is often situationally irrelevant, and players are unlikely to adjust their build purely for life-on-hit or regenerative effects.
Divine Gifts and Juicing
The Divine Gifts system adds optional rewards for tackling higher difficulty challenges. Initially, it is engaging and provides a sense of power progression. However, the system quickly becomes passive and forgettable, as gifts level up automatically without ongoing player interaction. While the mechanic itself is solid, the lack of decision-making or moment-to-moment engagement reduces its long-term appeal.
A more interactive version—where players actively choose which gifts to enhance or apply—could greatly improve the system’s longevity and excitement.
Masterworking: A Step Back?
The Masterworking system underwent changes in Season 11, but not all of them are positive. Previously, rolling for three critical attributes could be labor-intensive, but it had a sense of reward. The new system, which increases item quality before the capstone, feels more like a chore than an achievement. Material costs versus acquisition rates exacerbate the problem, leading to a sense of tedium rather than excitement. Players who enjoyed experimenting with previous masterworking may find the new system underwhelming.
Overall Verdict: Season 11 vs. Season 10
After extensive testing and reflection, my verdict is clear: Season 11 is interesting, but it doesn’t surpass Season 10. While there are many positive changes—smarter enemies, engaging new content like The Tower, revamped Season Rank, and risk-reward mechanics like Sanctification—the execution falls short in several areas:
Tempering and affix customization reduce excitement.
Potion and healing systems feel underwhelming or irrelevant in high-level play.
Divine Gifts and Masterworking lack meaningful interaction.
Certain builds encounter pacing issues in The Tower, particularly without a Bane of the Stricken equivalent.
That said, Season 11 is by no means a failure. Players seeking fresh content, higher tactical complexity, and large-scale world events will find plenty to enjoy. The new mechanics and dungeons breathe life into the game and provide opportunities for both solo and group play cheap Diablo 4 Gold. It’s just that Season 10 set an exceptionally high bar, and Season 11, despite its innovations, doesn’t quite exceed it.
Comparing the Competition: Path of Exile’s New League
Outside of Diablo IV, it’s worth noting that Path of Exile’s latest league has launched. While Diablo IV continues to evolve, POE remains a juggernaut in seasonal ARPG design, frequently introducing inventive mechanics and challenges. For players torn between the two, Season 11 represents a solid, but not groundbreaking, update in comparison to POE’s ambitious content drops.
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