Friday, 4 September 2026

Is Diablo 4 Slowly Turning Back Into Diablo 3?

Diablo IV launched in 2023 looking almost determined to prove that Blizzard remembered Diablo II existed. The world was darker. Progression was slower. Great items were genuinely difficult to find. Level 100 felt distant, the endgame was comparatively restrained and the game seemed slightly embarrassed by the screen-filling speed and astronomical power levels Diablo III had eventually embraced.

Three years later, some players are beginning to ask a slightly uncomfortable question: did we just take the scenic route back to Diablo III?

A community discussion asking exactly that has now grown past 160 replies, with players arguing over increasingly fast progression, easier access to powerful gear, enormous damage multipliers and the expectation that every serious build should eventually bulldoze the hardest content. Season 15 has become the latest focus because Blizzard is once again adding substantial character power while making some of Diablo IV's rarest rewards considerably more predictable to acquire.

The comparison is not entirely fair.

It is also becoming increasingly difficult to ignore.

Diablo 4 Has Removed a Lot of the Friction It Launched With

The clearest difference between launch Diablo IV and the current game is not one specific system. It is the accumulation of dozens of changes designed to remove frustration. Leveling became faster. Helltides became more rewarding and more consistently available. Bosses became easier to target farm. Mythics gained deterministic acquisition paths. Tempering became less punishing. Seasonal progression became faster. Build-changing items became something Blizzard increasingly expects ordinary players to actually see rather than read about on Reddit.

Many of those changes were improvements.

Launch Diablo IV could confuse inconvenience with depth. Spending dozens of hours without seeing a meaningful upgrade did not automatically make the eventual upgrade spiritually important. It sometimes just meant your helmet had remained suspiciously adequate since level 71.

But there is a cumulative effect when every source of friction gets sanded down. One player in the current discussion summarizes Diablo IV's development as a repeating loop of adding friction, receiving community backlash, reverting the change and then making the grind easier than before.

Eventually, convenience stops being a collection of quality-of-life improvements and becomes the design philosophy.

Season 15 Pushes Even Further Toward Predictable Power

Season 15 is a perfect example because several of its best ideas deliberately make character progression easier to control.

Blizzard is changing Mythic crafting so an upgraded Unique can become the Mythic version of that same item rather than disappearing into another random roll. We previously called this one of Season 15's most sensible Mythic changes, because upgrading an item should probably not resemble throwing it into a raffle.

Legacy Uniques are bringing Stone of Jordan, Leoric's Crown, The Furnace and other familiar items into Diablo IV. Soul Splinters provide enormous seasonal bonuses, including substantial multiplicative damage increases attached to various trade-offs. Rebirth removes the need to recreate the same seasonal character manually. New crafting systems give players more direct routes toward the equipment they want.

None of these systems is individually “Diablo III.”

Together, however, they continue moving Diablo IV away from “maybe you will find the thing” and toward “here is the path to the thing.”

The Rare-Item Argument Is Really the Same Argument

We saw exactly this tension last week when players started asking Blizzard to introduce truly rare items again. Mythics were originally so scarce that many players could complete an entire season without seeing one. The community hated that. Blizzard gradually introduced target farming, Resplendent Sparks, crafting recipes and eventually Mythic 3.0.

Now some players complain Mythics are too accessible.

There is something wonderfully Diablo about finally receiving exactly what you asked for and immediately missing the suffering.

But the concern is legitimate. An ARPG needs something beyond completing a checklist. If every important item has a predictable acquisition path, the loot hunt risks becoming less about discovery and more about assembling the expected equipment in the expected order before optimizing Greater Affixes afterward.

Diablo III eventually leaned heavily into that philosophy. Seasonal sets could establish an entire build remarkably quickly, after which the real game became increasing numbers, finding Ancient and Primal versions and climbing Greater Rifts.

Diablo IV is not there yet.

But the philosophical distance is shrinking.

The Pit Has Become Diablo 4’s Greater Rift Problem

The comparison becomes even harder to avoid when progression is measured through The Pit.

Diablo III had Greater Rifts. Diablo IV has The Pit. Both provide escalating numerical difficulty and inevitably become a public measuring stick for whether a class or build is “good.”

That creates a particular kind of balance pressure. If one build clears dramatically higher Pit tiers than another, the weaker build can feel broken even if it comfortably handles almost every other activity in the game. The target gradually shifts from “does this build work?” to “how far can this build push?”

The current forum discussion explicitly points toward this mentality, with players describing Pit 150 as the benchmark around which builds are increasingly judged. Once players expect the upper end of scalable content to be realistically attainable, Blizzard has to provide enough character power to make that expectation possible.

Then the numbers get bigger.

Then the monsters get tougher.

Then the multipliers get bigger again.

Diablo III veterans may recognize the architecture.

But Diablo 3 Becoming Faster Was Not Necessarily a Failure

Here is the inconvenient part for anyone hoping to use “Diablo III” purely as an insult:

lots of people really liked Diablo III.

Not necessarily launch Diablo III with its auction house and peculiar economic experiment, but the later seasonal game that knew exactly what it wanted to be. You created a character, assembled a powerful build quickly, filled the screen with enemies, watched increasingly unreasonable numbers appear and then pushed as far as you wanted before returning next season.

One player in the current debate simply argues that there is nothing wrong with Diablo IV following that direction because Diablo III became a highly polished modern ARPG. That position deserves more consideration than “D3 bad.”

Fast seasonal progression fits how many people actually play Diablo now. They arrive when a season launches, build something ridiculous, enjoy it for a few weeks and leave. Asking those players to spend two months hoping one required Unique appears does not necessarily create longevity. Sometimes it just means they leave sooner.

Diablo 4’s Problem Is That It Still Seems Unsure Which Diablo It Wants to Be

This is where the argument connects directly to our wider Season 15 criticism. The biggest concern is not that Diablo IV resembles Diablo III. It is that Blizzard still appears to be negotiating with itself about what kind of game Diablo IV should become.

Players who want a Diablo II-style loot hunt ask for genuinely rare items and meaningful long-term progression.

Players who treat seasons as six-week power fantasies want reliable builds, accessible Mythics and less wasted time.

Competitive players judge classes by maximum Pit performance.

More casual players want to finish a build without needing an external economics degree.

Blizzard keeps attempting to accommodate all of them.

That may explain why Diablo IV can simultaneously feel too generous and too grindy, too easy and too punishing, too deterministic and buried beneath RNG.

The game is trying to serve audiences whose definitions of “Diablo” are separated by twenty-five years of completely different games.

Maybe Season 15 Should Stop Apologizing for What Diablo 4 Has Become

There is a version of this story where Diablo IV slowly becoming more like Diablo III is not evidence that Blizzard has lost its way.

Maybe it is evidence that the game has finally discovered what most of its current audience actually enjoys.

Season 15's Soul Splinters look fun precisely because they offer immediate, dramatic power with interesting drawbacks. Legacy Uniques are exciting because players will actually get to use them. More deterministic Mythic crafting respects the time invested in an item instead of destroying it for another spin of the wheel. Rebirth removes pointless seasonal administration.

Those are good changes.

The danger is what comes next.

If every season needs to be faster, more powerful and more generous than the last, Diablo IV eventually runs into the same escalation problem Diablo III did. Damage grows. Difficulty grows. New progression tiers appear to contain the damage growth. Then players demand access to those tiers, requiring more damage.

At some point, the numbers stop describing combat and become astronomy.

Diablo IV does not need to become Diablo II again.

It does not need to be ashamed of borrowing from Diablo III either.

It just needs to decide which lessons from both games are worth keeping before “more power” becomes the only answer it has left.

```

Diablo 4’s 25% XP and Gold Boost Ends Tomorrow — Here’s What It Stacks With


Diablo IV players have one final day to take advantage of the latest Mother’s Blessing before Lilith remembers that generosity was never really her defining personality trait. The current event ends on September 5 at 7:00 PM CEST, removing the temporary 25% bonus to both Experience and Gold that has been active since the beginning of the month.

If you still have an alt to finish, some Paragon progression to squeeze out of Season 14 or simply an expensive habit involving Masterworking and rerolls, this is therefore the moment to do it.

And unlike several Diablo IV progression systems, maximizing this one does not require a spreadsheet.

Mother’s Blessing Gives 25% More XP and Gold

Blizzard’s current Mother’s Blessing runs from September 1 through September 5 and applies across Seasonal and Eternal Realms as well as every World Tier.

While active, all players receive:

  • +25% Experience
  • +25% Gold

You can confirm that the event is active by looking for the Mother’s Blessing icon beside your potion count.

We had another Mother’s Blessing only a few weeks ago, so this is hardly Diablo IV’s rarest event. But boring bonuses become considerably more attractive when they arrive immediately before everyone mentally moves into the next season.

The XP Bonus Stacks With Elixirs and Urn of Experience

The most useful detail is that Mother’s Blessing is stackable.

Blizzard specifically recommends pairing the event with Elixirs and the Urn of Experience to increase your total XP gains further. That makes the final day particularly useful if you are actively leveling rather than simply farming Gold in the background.

If you have an unfinished character sitting at an awkward level, this is probably a better use of the remaining event window than simply running content on a character that has already reached every progression goal you care about.

The bonus can also help with Battle Pass progression and the Season Journey, although the value there naturally depends on how much Season 14 you still have left to complete.

This Is Probably Season 14 Cleanup Time

The timing is almost more important than the percentage.

Season 15 is approaching, Blizzard is preparing major BlizzCon reveals, and parts of the next season were deliberately kept out of the PTR. The community has already moved most of its attention toward what happens next.

That makes Mother’s Blessing an excellent excuse to clean up whatever you abandoned in the current season.

Finish an alt.

Push a few remaining levels.

Build up some Gold.

Complete Season Journey objectives you have been politely ignoring for several weeks.

Or simply use the extra XP while testing a build before Season 15 rearranges the furniture again.

Don’t Grind Just Because the Bonus Exists

There is one important counterpoint.

If you are already completely finished with Season 14, a 25% bonus does not magically create interesting content. We just looked at players questioning whether Reliquary progression is keeping them online after the season itself feels finished. Mother’s Blessing should not become another reason to manufacture homework for yourself.

The bonus is useful because it makes something you already wanted to do faster.

If you did not want to do it in the first place, 25% more efficiency is still 100% of an activity you were tired of.

Mother’s Blessing Ends September 5

The current Mother’s Blessing ends September 5 at 10:00 AM PDT / 7:00 PM CEST.

After that, normal XP and Gold rates return.

So if there is one final Season 14 character, Paragon push or suspiciously expensive crafting project still sitting on the list, tonight and tomorrow are the best time to deal with it.

Mother is feeling generous for roughly one more day.

History suggests we should take the Gold before she changes her mind.

```

Diablo 4 Players Say the Paid Reliquary Grind Is Starting to Feel Like a Second Season


There is a peculiar moment in every live-service game where playing stops feeling like something you decided to do and starts feeling like something your purchase would very much like you to finish. Some Diablo IV players believe the current Reliquary system is getting uncomfortably close to that line.

A new player discussion argues that the Premium Reliquary grind has become noticeably heavier over the last two seasons. The original poster has played Diablo IV since launch, says they have completed every previous season and Battle Pass, and estimates that they can normally get what they want from a season in roughly 20 hours. Their complaint is that finishing the paid Reliquary now feels like another 20–30 hours of progression on top of that.

The numbers are one player's estimate, not a universal completion time. Other players in the same discussion strongly disagree and point out that a Diablo season lasts around three months. But the disagreement raises a much more useful question than whether one person plays quickly:

How much additional playtime should a Battle Pass require after you have already paid for access to it?

The Reliquary Replaced Diablo 4’s Old Battle Pass

Blizzard replaced Diablo IV's traditional linear Battle Pass with the Reliquary system in Season 8. Instead of climbing one fixed reward track, players gain access to several themed collections and spend Favor Tokens to unlock the rewards they actually want.

The idea itself is fairly sensible. A player interested in weapon cosmetics can prioritize those instead of waiting for 37 unrelated rewards to pass by first. Premium Reliquaries can be purchased individually or accessed through the Premium Battle Pass bundle, while the season also includes a free Reliquary.

Favor is earned through normal gameplay by slaying monsters and completing quests. Blizzard allows players to hold up to 99 Favor Tokens at once, and those tokens can even be carried into later seasons.

So far, so flexible.

The pressure arrives from the other half of the system: the Reliquaries themselves expire. Blizzard explicitly warns that any rewards left unclaimed when a Reliquary ends disappear with it.

That means paying for access does not buy the cosmetics.

It buys the opportunity to spend enough time earning them before the clock runs out.

One Player Says the Grind Now Adds Another 20–30 Hours

The current forum discussion comes from a longtime player who says Diablo IV works best for them as a relatively short seasonal experience. They can jump in, complete the new content over roughly 20 hours and leave satisfied until the next season.

The problem, they argue, is that the paid progression now continues considerably beyond the point where the actual season has stopped giving them reasons to play.

According to their estimate, completing the Premium Reliquary requires another 20–30 hours.

That creates a strange inversion.

The seasonal content becomes the first half of the season.

The Battle Pass becomes the second.

The player says Season 14 may therefore be the first time they simply stop buying the Premium Reliquary.

Other Players Think That Is Exactly How a 90-Day Pass Should Work

Not everyone considers this a problem.

One response points out that Diablo IV seasons run for roughly 90 days. From that perspective, expecting to complete both the season and its entire reward system in only a few days may be unreasonable. A Battle Pass is supposed to provide progression across the season rather than immediately disgorge every cosmetic after the campaign is finished.

That argument has merit.

If Favor arrived so quickly that players could empty every Reliquary during their first weekend, Blizzard would effectively have replaced the old Battle Pass with a shop containing several unusually complicated checkout buttons.

There should be progression.

The difficult question is what that progression is supposed to accomplish.

If players are continuing because they enjoy Nightmare Dungeons, War Plans, boss farming or experimenting with another build, Favor arrives naturally in the background. The Reliquary gives them additional rewards for gameplay they already wanted to do.

If the seasonal gameplay has already run its course and players are now repeating activities primarily because a paid cosmetic track remains unfinished, the system starts feeling very different.

The Problem Is Not Necessarily the Number of Hours

This is where the debate becomes more interesting than simply arguing over whether 20 hours is too much or too little.

Different Diablo players have wildly different seasonal habits. One person plays 150 hours across three characters. Another reaches the endgame, finishes the seasonal objectives and disappears after a weekend. Designing one universal Battle Pass duration around both groups is impossible.

The more useful question is whether Reliquary progression matches Diablo IV's actual seasonal progression.

We recently looked at how quiet Diablo IV has become on Steam late in Season 14. Some decline is completely normal as players finish their goals and wait for the next reset. Diablo is fundamentally seasonal now. People leave. Then Blizzard rings the loot bell and everyone comes running back.

A Battle Pass that meaningfully outlasts the content those players came back to complete can therefore create an awkward incentive: continue playing after you feel finished because otherwise part of the thing you purchased disappears.

That is not technically forcing anybody to play.

FOMO rarely arrives carrying a weapon.

It generally carries a countdown timer.

Diablo 4 Already Has a Better Solution Sitting Inside the Reliquary System

The frustrating part is that Reliquaries already contain several ideas that could make this less annoying.

Players choose their rewards.

Favor can be saved.

Premium collections are separated by theme.

The system is considerably less rigid than Diablo IV's original Battle Pass.

We recently discussed another possible evolution when Diablo IV players asked Blizzard to follow Overwatch and bring old Battle Pass rewards back. A permanent or rotating archive of old Reliquaries would immediately reduce much of the pressure attached to finishing everything during one specific three-month window.

You could still reward active seasonal play without turning every unfinished cosmetic into permanently lost content.

Blizzard has already proven that the Battle Pass is not sacred. It replaced the entire thing once.

It can adjust it again.

Season 15 Will Be an Interesting Test

This discussion arrives at an especially useful moment because Season 15 is almost here. Blizzard is introducing Soul Splinters, Legacy Uniques, Rebirth and several new endgame systems, while deliberately saving additional seasonal content for BlizzCon.

If Season 15 gives players considerably more reasons to remain active throughout the full season, the Reliquary grind may feel much less noticeable. Favor will simply accumulate while people are doing things they already wanted to do.

But if players once again finish the meaningful seasonal content and discover that the paid reward system has another few dozen hours left on the clock, this complaint will probably return.

A Battle Pass should encourage you to keep playing.

It probably should not be the main reason you still are.

```

Diablo Immortal Players Report Huge Resource Stacks Disappearing After Recent Updates


Diablo Immortal players spend an impressive amount of time collecting crafting materials that are deliberately designed to accumulate slowly over months and years. Naturally, this makes it rather alarming when the number suddenly becomes zero.

A new bug report says more than 700,000 Reinforced Scrap — possibly close to one million — disappeared from a player's account this week. The materials have reportedly remained missing for several days across both PC and Android. It is not the only recent report either: another player said their entire stack of Enchanted Dust vanished immediately after a late-August update.

There is currently no confirmation from Blizzard that the reports share the same cause, nor that Diablo Immortal has a widespread material-deletion bug. But when long-term resource stacks begin disappearing around a major client transition, it is worth keeping an eye on.

More Than 700,000 Reinforced Scrap Apparently Vanished

The newest report was posted on September 3 by a player on the Eternal Conflict server. According to the bug report, the player attempted to enchant new attributes and discovered they no longer had enough materials available.

That was surprising because they say they had accumulated at least 700,000 Reinforced Scrap and possibly considerably more. The player rarely used the material and believed the stack was approaching one million before it disappeared.

They tested the account on both PC and a Samsung Galaxy S24 Android device, installed available updates and waited several days.

The materials did not return.

For somebody who has spent years allowing crafting resources to quietly accumulate in the background, that is approximately the Diablo equivalent of opening your bank account and discovering the gold counter has developed philosophical objections to ownership.

An iOS Player Recently Lost Their Entire Enchanted Dust Stack

The Reinforced Scrap report would be easier to dismiss as an isolated account problem if there were not another very similar complaint from August 27.

In that technical support report, an iOS player said their entire collection of Enchanted Dust disappeared after installing the latest game update.

The player said they had not salvaged the material, upgraded equipment or performed another action that should have consumed it. They simply logged back in after updating and found the resource balance sitting at zero.

They could not provide an exact amount but described the lost stack as substantial.

Again, there has been no public confirmation that this incident and the Reinforced Scrap disappearance are related.

They involve different resources.

They happened on different platforms.

And they occurred on different dates.

That makes them evidence of multiple player reports, not evidence of one confirmed system-wide bug.

Is the New Engine Update Responsible?

The September player suspects Diablo Immortal's ongoing engine update may be involved.

That is possible.

It is not established.

Blizzard announced in August that Diablo Immortal is receiving a substantial engine overhaul this September, including new lighting, shadows, material rendering and visual-effect changes across nearly 100 Legendary Affixes. Players were allowed to begin preparing the updated client from August 24 and receive 10 Legendary Crests for doing so.

Importantly, Blizzard's community team later clarified that the update was being rolled out in different chunks, with some behind-the-scenes changes appearing before the more visible September launch.

That means players may indeed have received technical changes around the same time these reports appeared.

It still does not establish causation.

There are hundreds of things happening inside a live-service client during an update, and “it disappeared after the patch” is not the same thing as “the patch deleted it.”

Other Missing-Item Reports Are Appearing Too — But They Have Different Causes

The timing is made slightly more uncomfortable by several other recent support threads involving missing items and Legendary Gems. Some of those reports appear to involve very different circumstances, including Armory loadouts and account-authentication issues, so they should not be bundled into one grand inventory-wipe theory.

That distinction matters.

We recently made the same point when Diablo Immortal players reported spending thousands of Orbs on Wing Customization without new unlocks. Multiple unhappy players can reveal a system worth investigating without proving that every complaint has one technical cause.

The safest conclusion here is therefore fairly narrow: at least two Diablo Immortal players have recently reported large crafting-material stacks disappearing unexpectedly after updates.

Whether Blizzard finds a common cause is the part we still do not know.

Long-Term Materials Are Not Easy to Replace

The scale of the newest report is what gives this story weight.

Reinforced Scrap is not a temporary event currency that expires next Tuesday. Players accumulate enormous quantities through routine play, salvaging and progression over long periods. Rebuilding a 700,000+ stack would represent an extraordinary amount of repeated farming.

The same applies to large Enchanted Dust reserves.

That makes restoration considerably more important than simply fixing whatever display or inventory problem may have occurred.

Diablo Immortal can always give players another monster to kill.

Convincing someone to farm the same 700,000 pieces of scrap twice may be slightly harder.

```

Diablo 4’s Hidden Season 15 Content May Be Sending Us Back to Westmarch


Blizzard has already admitted that the Season 15 PTR did not show everything coming in Diablo IV’s next season. That alone was enough to start the usual pre-BlizzCon archaeology. Now a fresh round of community speculation is pointing in a much more specific direction: Kingsport, Westmarch and possibly a renewed connection to Malthael.

Before anyone starts pre-ordering boat tickets to Sanctuary’s western coast, this needs to be said as clearly as possible: none of that has been officially confirmed by Blizzard. What we have are player discussions, references to previously circulated datamined material, and a cluster of lore-adjacent clues that seem to be orbiting the same part of the Diablo universe. That is enough for an interesting theory. It is not enough for a confirmed Season 15 destination.

Blizzard Has Already Told Us Season 15 Is Incomplete on the PTR

The most important part of the story is also the least glamorous one. In Blizzard’s official 3.2.0 PTR overview, the developers explicitly said the PTR had a different feature offering by design. They explained that they had more to share at BlizzCon and did not want all of Season 15 to be available before they had the chance to talk about it.

That matters because it changes the way every suspicious little clue gets interpreted.

If Blizzard had presented the PTR as the full Season 15 package, then most of this speculation would be considerably easier to dismiss. But Blizzard did the opposite. It effectively told players, “Yes, there is more, and no, you cannot see all of it yet.”

That is how you end up with the community staring at maps, item names, lore references and forum posts as though Deckard Cain personally hid patch notes under the floorboards.

Why Players Keep Talking About Kingsport and Westmarch

The current wave of discussion comes from a September 3 forum thread that revived earlier community theories around Kingsport, Westmarch and Tristram. The basic idea is that the still-hidden part of Season 15 may push Diablo IV toward the western side of Sanctuary’s map, above Skovos Isle, where some players believe the geography lines up neatly with areas associated with Westmarch.

That theory did not appear out of nowhere. An earlier August discussion claimed that players would be “landing in Kingsport” to retrieve Messerschmidt’s Reaver and continue hunting Malthael. The same post also mentioned Seraziel, Corrupted Reaper saying “He is coming,” together with a more cryptic line about “that old man” feeling familiar.

If you are noticing that this all sounds less like a normal seasonal teaser and more like somebody dropped half a lore puzzle into a blender, you are not alone.

Still, the names are not random. Kingsport and Duncraig are tied to Westmarch in Diablo lore, and Malthael’s Reaper campaign left a great deal of historical misery in precisely that region. If Blizzard wanted to build a season around death, legacy, corrupted angels and old Diablo history, Westmarch would not be a particularly strange place to start.

Malthael Is the Most Interesting Part of the Theory

The geography is one thing. Malthael is the part that makes the theory genuinely interesting.

Diablo IV has spent much of its post-launch life circling old Diablo ideas in new ways. Legacy Uniques, callbacks to earlier eras and a steadily stronger interest in franchise history have all been part of the broader mood. We touched on that recently when looking at the growing Diablo 1 anniversary speculation ahead of BlizzCon. Blizzard is clearly not in an anti-nostalgia phase.

Malthael would also fit the current timing rather neatly. If Season 15 is being positioned as something a little larger, moodier or more lore-driven than a normal mechanical refresh, then bringing back the Angel of Death’s shadow over Westmarch would be one way to make that land. It would also give Blizzard a villainous thread that feels different from simply rotating back toward the Prime Evils again.

That does not mean Malthael is confirmed for Diablo IV.

It means the community has found a theory with enough internal logic to survive more than ten minutes on the forums, which is already better than average.

Messerschmidt’s Reaver May Be the Bridge Between Diablo Eras

One of the more curious pieces in the theory is Messerschmidt’s Reaver. The item description quoted in the earlier discussion describes a weapon that cut through demon-infested catacombs beneath the old Zakarum cathedral in Tristram and asks whether it could have been used by Aidan to defeat Diablo.

That is a strikingly deliberate bit of flavor if it ends up mattering in Season 15.

It links Diablo IV not only to Westmarch and Malthael, but also to Tristram and the original game’s oldest imagery. In other words, it ties together exactly the sort of historical Diablo references Blizzard would be foolishly tempted to bring onstage at BlizzCon during the franchise’s 30th anniversary year.

We have already seen Blizzard use BlizzCon as the place to hold back key Diablo IV reveals. As we noted in our preview of the “Diablo IV: What’s Next” panel, Blizzard has reserved convention space specifically to explain what the PTR did not show.

If there is a moment to officially connect Diablo IV’s next season to old cathedral bloodstains and the Angel of Death, that would be it.

This Could Still Be a Small Region, Not a Giant Expansion

One useful corrective from the community discussion is that even players who believe the Westmarch theory are not necessarily expecting some vast new expansion zone. Several of the arguments point instead toward a smaller added region, enough to support seasonal content, mood, side progression and a stronger lore hook without pretending Blizzard is about to bolt an entire extra game onto Season 15.

Frankly, that sounds far more believable.

Diablo IV does not need a surprise continent every season. It needs seasonal themes with enough identity that players feel they are walking into something other than another renamed power loop. We made a similar point in our recent editorial on Season 15’s promising ideas and familiar underlying problems. New mechanics are useful. A stronger sense of place would be useful too.

Westmarch could provide that, even if it only arrives as a compact destination rather than a giant new sandbox.

What We Actually Know Right Now

At the moment, the hard facts are fairly simple.

Blizzard officially says the Season 15 PTR did not include everything coming in the season.

Players are actively circulating theories that point toward Kingsport, Westmarch, Tristram and Malthael.

Some of those theories reference earlier datamined or community-discovered strings involving Messerschmidt’s Reaver, Seraziel, Corrupted Reaper and the phrase “He is coming.”

None of that is a confirmation.

But it is enough to say that if Blizzard wanted to send Diablo IV back toward one of the franchise’s most haunted regions, it has already planted just enough smoke to make people look for fire.

Season 15 may not just be hiding mechanics. It may be hiding a destination.

```

Thursday, 3 September 2026

Diablo 2’s Magic Warlock Can Apparently Melt Players 8 Baal in 30 Seconds

Diablo II: Resurrected's Warlock has spent most of 2026 discovering new ways to make old demons regret surviving for 25 years. The latest example comes from a Season 15 player running a Magic Warlock built around Abyss and Miasma Chain, who reports killing Players 8 Baal in roughly 30 seconds while using a setup they describe as merely “mediocre.”

That claim comes from one player's current build rather than a controlled community benchmark, so we are not declaring a new mathematical king of Diablo II. But the numbers are interesting. The player reports approximately 4,000 damage per second from each Miasma Chain and says the 125% Faster Cast Rate breakpoint allows roughly 12 chains to be layered onto a target at once.

Baal, traditionally quite fond of wasting everyone's time, apparently gets considerably less.

Abyss Clears — Miasma Chain Deletes the Big Things

The basic idea is familiar to anyone who has been following Warlock development. Abyss provides excellent area damage and crowd control, while Miasma Chain becomes the concentrated single-target tool against bosses, Heralds and enemies that survive the initial magical unpleasantness.

That combination became considerably more interesting after Patch 3.3. We previously looked at how one seemingly minor Miasma Chain bug fix made Abyss Warlock builds dramatically more effective. Blizzard removed an issue where the projectiles could collide with friendly and neutral units, meaning more chains actually reach the monsters they were intended to murder.

The current Season 15 report looks like the mature version of that idea.

The player says they repeatedly cast Abyss → Chains → reposition, then use Sigil: Death and repeat the sequence. Against a stationary boss, multiple Chains can remain layered around the target while their damage continues ticking.

At Players 8, that is apparently enough to make Baal's health bar behave rather nervously.

The Build Hits the 125% FCR Breakpoint

The current equipment setup is surprisingly conventional:

  • Weapon: Heart of the Oak
  • Shield: Spirit
  • Armor: Enigma
  • Gloves: Magefist
  • Belt: 20% Faster Cast Rate Gheed's Belt
  • Rings: Two Nagelrings
  • Boots: War Traveler
  • Swap: Call to Arms + Spirit

The important target is 125% Faster Cast Rate. The player says that breakpoint helps make it practical to build the large stack of Chains required for the extreme single-target damage.

They are not even using Void, despite describing it as an enormous offensive upgrade. Hoto and Spirit are being kept because the additional survivability feels more useful than squeezing every possible point of damage out of the build.

There is also no Warlock Torch and no Sunder Charm in the current setup.

Which is an inconvenient detail for anyone hoping the build only works after depositing the entire Ladder economy into one character.

The Build Uses Far More Than Two Skills

Perhaps the nicest part of the player's report is that the character does not simply press Abyss until the monitor becomes embarrassed.

The player says they actively use 11 different skills, including Abyss, Miasma Chain, Teleport or Blade Warp, Summon Defiler, Sigil: Lethargy, Bind Demon, Sigil: Death, Consume and Hex: Siphon alongside Battle Orders and Battle Command.

That makes the build feel considerably more like old Diablo II than a one-button damage engine. Different tools handle positioning, crowd control, mana, survivability and specific enemy types.

It also demonstrates why Warlock has become such an interesting addition to the game. The class was originally presented as a mixture of demonic binding, eldritch magic and resource manipulation, and Season 15 players are now combining those systems in ways that were much harder to predict when Reign of the Warlock launched.

Baal Wave 2 Is the Build’s Awkward Problem

There is, naturally, a catch.

Magic damage becomes considerably less impressive when the monster in front of you has the discourtesy to be Magic Immune. Baal's second wave therefore creates one of the build's most noticeable problems.

The player initially invested in a Fortitude-equipped Act II mercenary but found that this was not enough by itself. Their eventual solution involved adding another bound ally with Fanaticism, allowing the physical damage dealers to handle the Magic Immune targets while Sigil: Lethargy helps control the encounter.

That is also where Bind Demon continues to give Warlock builds some wonderfully strange solutions. As we covered in our guide to the hard-point requirements for capturing Diablo II's strongest demons, Warlocks can turn carefully selected monsters into permanent pieces of the build rather than treating every demon as something that needs immediate removal.

Sometimes the correct answer to a difficult monster is another difficult monster.

This Is Not Yet Proof That Magic Warlock Is the Best Build

There are several reasons to keep the result in perspective.

The roughly 30-second Players 8 Baal kill is one player's report. We do not have standardized comparisons against fully optimized Javazons, Nova Sorceresses, Hammerdins or other established high-player-count builds. Boss fights also suit Miasma Chain particularly well because the player can stack repeated effects around one predictable target.

Earlier Warlock discussions were much less unanimous about the build. Before the Patch 3.3 collision fix, some players described Miasma Chain as clunky and inconsistent, while others already considered Abyss one of the class's strongest tools.

Patch 3.3 appears to have moved that argument considerably.

Season 15’s Magic Warlock Is Looking Very Hard to Ignore

The most interesting thing about the current build is therefore not whether Baal dies in exactly 28, 30 or 35 seconds.

It is how little optimization apparently remains necessary before the character becomes comfortable in Players 8 games.

The player says they can clear high-level Terror Zones, handle full-player-count areas and babysit Baal runs while other players remain in town. Other current Abyss Warlock discussions similarly describe the combination as exceptionally strong in higher player counts, particularly against Heralds and bosses.

And this is happening without Void, without a Warlock Torch and without an elaborate collection of perfect gear.

We already suspected Patch 3.3 had quietly created one of Season 15's strongest Warlock setups.

Players are now starting to show us what happens when that setup grows up.

Baal apparently gets about 30 seconds to think about it.

```

Diablo 4’s Echoing Elites Trophy Is Still Making PS5 Players Grind Three Times Longer


Diablo IV has spent the last four months patching Lord of Hatred, adjusting drop rates, fixing classes and generally trying to stop Sanctuary's newest systems from biting one another. One PlayStation 5 problem, however, appears to have survived the entire cleanup operation: the Echoing Elites trophy still seems to count bosses while ignoring the elites explicitly mentioned in its own description.

The bug was first documented in May. The thread became active again on September 2, with another PS5 player saying the issue remains unfixed and estimating that PlayStation users may need around 50 Echoing Hatred runs compared with roughly 15 on other platforms.

That is quite a lot of additional demon murder caused by one word in a trophy description apparently not doing its job.

Echoing Elites Says Bosses and Elites Should Count

The Echoing Elites trophy asks players to kill 1,000 bosses or elites in Echoing Hatred. On paper, that should be relatively straightforward once you can consistently survive deep runs of the activity.

Echoing Hatred is one of Lord of Hatred's major endgame additions, an escalating survival challenge where increasingly unpleasant waves of enemies continue arriving until your build, concentration or graphics card finally objects. We covered how Echoing Hatred works alongside Diablo IV's wider endgame overhaul before the expansion launched.

The PS5 trophy appears to have a different interpretation of the assignment.

In the original May bug report, the player initially suspected that certain categories of elite enemy were failing to count. After eventually completing the trophy on May 17, they reached a much stranger conclusion: only boss kills appeared to be progressing it.

The player reported averaging around 21–23 boss kills per run and finally earning the trophy after approximately 44–50 runs. If ordinary elites were included as the description suggests, they estimated it should instead take roughly 15–20 runs.

Players on PC and Xbox Report Much Faster Unlocks

Another player in the same thread provided a particularly useful comparison because they play Diablo IV across PC, Xbox and PlayStation 5. According to their report, the achievement unlocked normally on PC and Xbox after roughly 15 runs, while the PS5 version remained locked after nearly 30.

Other PS5 players later reported unlocking it after roughly 35–42 runs, again describing boss kills as the only reliable source of progress.

That does not establish an exact universal number because Echoing Hatred runs can produce different numbers of bosses depending on how far a build progresses. But the pattern across the reports is remarkably consistent: PlayStation players are doing substantially more runs for the same trophy.

And as of September 2, they are apparently still doing them.

The Trophy Has Another Problem: Getting Into Echoing Hatred

Grinding 40 or 50 runs would be less irritating if Echoing Hatred were something players could simply select from a menu.

It is not.

Access depends on finding a Trace of Echoes, and that item has generated its own long-running complaints. We previously covered players reporting more than 90 hours without seeing a Trace of Echoes drop, effectively locking them out of the activity entirely.

Blizzard has since increased the drop rate for Echoing Hatred keys, which certainly helps. The current patch notes specifically list an increased key drop rate from Elites and Champions. But a better supply of keys does not fix a trophy that apparently ignores most of the enemies players kill after using them.

It merely makes the broken arithmetic more accessible.

This Has Been Reported Since May

The original PS5 report dates to May 14 and contains detailed observations about the trophy's behaviour. Additional confirmations appeared throughout May and June. A July update said it remained unfixed. Another arrived in August.

Then, on September 2, a player returned to the thread with exactly the same complaint.

They estimate that PS5 players are still looking at around 50 runs compared with approximately 15 elsewhere and argue that the combination of incorrect tracking and relatively limited Echoing Hatred access turns the trophy into an unnecessarily long grind.

There has been no indication in Blizzard's current public patch notes that the specific PS5 Echoing Elites tracking issue has been corrected. The company has certainly been fixing plenty of other Lord of Hatred problems; Patch 3.0.2 alone was an enormous cleanup pass across the expansion's systems.

This one has apparently learned to hide.

The Trophy Is Obtainable — Just Much More Annoying Than It Should Be

The important distinction is that Echoing Elites does not appear to be completely unobtainable on PS5. Multiple players have eventually earned it.

You simply may need to kill enough Echoing Hatred bosses to satisfy a counter that appears to have forgotten half of its own requirement.

For completionists, that is arguably worse than an obviously broken trophy. An impossible trophy tells you to stop.

This one smiles politely, lets you continue for another 30 runs and insists everything is perfectly normal.

Four months later, PlayStation players would probably just like the elites in Echoing Elites to count.

```

BlizzCon’s Diablo Stage Has a Huge “Immortal Event” Block — So What Is Blizzard Hiding?


Blizzard has published the BlizzCon 2026 schedule, and one part of the Diablo programming looks less like a normal convention panel and more like somebody forgot to replace the placeholder text. The dedicated Diablo Stage contains an enormous block labelled simply “Immortal Event”, occupying most of the available stage time instead of listing individual presentations, developer talks or activities. On the currently published Saturday schedule alone, the block runs from 6:45 PM until 2:00 AM UTC — more than seven hours.

Naturally, Diablo players have responded in the traditional manner: by assuming Blizzard is hiding something.

That may sound like ordinary pre-BlizzCon conspiracy hunting, but there is an important difference this time. Blizzard has explicitly said the current schedule is not necessarily the final schedule. Its official convention guide tells visitors to check again after the Opening Ceremony for the full updated program, while several areas of the BlizzCon floor map are also being deliberately kept under wraps until September 12.

So “Immortal Event” could genuinely mean a very large Diablo Immortal experience.

It could also be camouflage.

What Exactly Is the “Immortal Event”?

The official BlizzCon schedule currently lists the Diablo Stage in Hall B alongside the convention's Main Stage, Warcraft Stage, Hearthstone Stage and Classic Cup Stage. Instead of breaking the Diablo Stage into smaller sessions, however, Blizzard simply places a massive Immortal Event block across it.

There is no normal session description explaining what happens during those hours.

That stands out because other stages are considerably more specific. Warcraft gets developer showcases and esports. Hearthstone gets its World Championship and What's Next panel. The Classic Cup Stage lists individual Heroes of the Storm, Warcraft III and legacy-game sessions.

Diablo apparently gets:

Immortal Event.

For hours.

It sounds less like programming and more like something Deckard Cain might warn you not to touch.

It Could Really Be a Huge Diablo Immortal Event

The boring explanation should not be discarded simply because it is boring.

Blizzard's official BlizzCon information specifically confirms that Diablo Immortal will have hands-on gameplay on the show floor. The game remains one of Blizzard's actively developed titles, receives major updates throughout the year and supports the sort of live competitive activities that can comfortably occupy a convention stage for long periods.

Bout of Realms is an obvious candidate. The high-end PvP tournament is active again right now, and we recently looked at the continuing argument over whether Bout of Realms should offer fairer competition for lower-Resonance teams. A live competition, developer demonstrations, community matches and hands-on sessions could easily consume several hours without requiring any secret announcement at all.

Diablo Immortal also has a major engine update arriving in September, which gives Blizzard another entirely legitimate reason to devote convention space to the game.

So yes: perhaps Blizzard simply means Diablo Immortal.

That would be wonderfully straightforward.

Except Blizzard Says the Schedule Will Change After Opening Ceremony

Then Blizzard makes the situation unnecessarily suspicious.

Its official Know Before You Go guide says that programming is subject to change and specifically instructs fans to return after the Opening Ceremony to see the full updated schedule.

The same guide reveals that the currently published floor map is deliberately incomplete. Blizzard says a few areas remain “under wraps” and will only be revealed after the Opening Ceremony.

That means we know, before BlizzCon even begins, that Blizzard is withholding part of the convention.

Which immediately changes the way an enormous generically named schedule block looks.

Diablo Has Several Announcements That Could Be Hiding There

There is certainly no shortage of candidates.

Diablo IV already has its own dedicated What's Next presentation on September 13, and Blizzard deliberately kept parts of Season 15 out of the PTR specifically because it wanted to reveal more at BlizzCon. We broke down that unusually loaded schedule in our guide to Diablo IV's major BlizzCon panels.

Diablo II: Resurrected is considerably stranger. Despite receiving its first new class in roughly 25 years through Reign of the Warlock, D2R currently has no dedicated BlizzCon session.

And today we found another clue: a newer unreleased Diablo II build has appeared in Blizzard's restricted testing pipeline. That does not prove another PTR is imminent, but something is clearly still being worked on behind the scenes.

Then there is the original Diablo.

A newly created BlizzCon Twitch badge is attached specifically to the Diablo category rather than Diablo IV, adding another piece to the increasingly interesting Diablo 1 remaster speculation surrounding the franchise's 30th anniversary.

None of those things proves that the Immortal Event block is hiding them.

But Blizzard has certainly provided enough ingredients for the internet to construct a respectable corkboard.

The Diablo Developer Update May Explain Everything First

There is another important piece of the schedule.

Saturday's Main Stage includes a 45-minute Diablo: Developer Update. Crucially, Blizzard did not call it Diablo IV: Developer Update. The franchise-wide branding leaves room for Diablo IV, Diablo Immortal, Diablo II and potentially the original game.

That presentation follows the Opening Ceremony, precisely when Blizzard says the hidden portions of the schedule and floor map will become visible.

The sequence could therefore be very simple:

Opening Ceremony reveals the announcements.

The schedule updates.

“Immortal Event” suddenly becomes several named Diablo activities.

Everyone who spent the previous ten days analyzing a placeholder quietly pretends this was the plan all along.

Or Blizzard Really Has Planned Hours of Diablo Immortal

We should also acknowledge the funniest possible outcome.

BlizzCon arrives.

The Opening Ceremony ends.

The schedule refreshes.

And the mysterious block still says Immortal Event.

Because Blizzard actually planned an enormous Diablo Immortal event and the community spent a week hiding Diablo 1 remasters, Act 6 and another expansion inside it.

That is entirely possible.

For now, the important facts are considerably less dramatic: BlizzCon's current Diablo Stage schedule contains a huge, unusually vague Immortal Event block, and Blizzard has officially confirmed that both the schedule and convention map will reveal additional information after the Opening Ceremony.

Whether those two facts are connected is speculation.

We find out September 12.

```

Diablo 2 Gets a Mysterious New Build Before BlizzCon — But the Big “Leak” Looks Very Shaky


Something appears to be moving behind the scenes in Diablo II: Resurrected. Less than two weeks before BlizzCon, community build watchers have spotted a newer unreleased version of the game sitting in Blizzard's restricted testing channels — specifically the same Vendor 2 channel that was used shortly before Patch 3.2 entered the public PTR earlier this year.

That is the interesting part.

The considerably less reliable part is the enormous collection of alleged BlizzCon patch notes now circulating alongside it, complete with Act 6, major class redesigns, new item types and enough changes to make Diablo II look as though somebody accidentally ordered another expansion.

Those two things should not be treated as equally credible.

A New Diablo 2 Build Has Appeared in Blizzard’s Testing Pipeline

The current public Diablo II: Resurrected version is 3.3.93847, the Patch 3.3 build deployed ahead of Ladder Season 15. Community trackers are now reporting a newer unreleased 3.3 build — identified as 3.3.94216 — inside Blizzard's restricted Vendor 2 channel.

Normally, an internal build number changing would not deserve much excitement. Developers create and test builds constantly, and most never become public patches.

The Vendor 2 connection is what makes this one more interesting.

According to players following Blizzard's build channels, Vendor 2 was also used to stage Patch 3.2 shortly before that update became available through the public test realm in April. Back then, PTR 3.2 became one of the most substantial post-Warlock balance tests, covering Warlock abilities, Terror Zones, Heralds, Sunder Charms and several interface changes.

So seeing another unreleased build appear there naturally raises the possibility that Blizzard is preparing another test.

Possibility is the important word.

A New Build Does Not Automatically Mean PTR 3.4

There is currently no official PTR announcement from Blizzard.

The build could become a small Patch 3.3.x update. It could contain bug fixes. It could be internal preparation for something Blizzard plans to reveal at BlizzCon. It could even sit unused while another branch becomes the eventual public build.

Still, the timing is difficult to ignore.

Yesterday we noted that Diablo II: Resurrected has no dedicated BlizzCon panel despite receiving its biggest update in decades. The broader Saturday Diablo: Developer Update can still contain D2R announcements, and an unreleased build appearing immediately before the convention gives Blizzard at least one more thing it could potentially talk about.

After Reign of the Warlock, “Blizzard is making another meaningful Diablo II update” is no longer the ridiculous part of the sentence.

The Alleged Act 6 Leak Is a Different Story

Unfortunately, the new build has arrived at almost exactly the same time as a much larger collection of supposed Diablo II: Resurrected leaks.

Those claims include an Act 6 expansion, major Druid changes, possible changes to Enigma, new equipment types, additional endgame content and other extensive balance adjustments.

If all of it were real, Diablo II would be preparing for another enormous expansion only months after adding its first new class in roughly 25 years.

The provenance, however, is extremely murky.

The material appears to have circulated through Chinese Diablo community channels, where one creator reportedly presented it as leaked BlizzCon information before removing the material and later reposting similar ideas as a “wishlist.” Forum users trying to establish the original source have received references to Korean or Russian communities, old rumors and the fact that people associated with the discussion previously shared accurate Warlock material.

None of that establishes that these particular patch notes are authentic.

Some of the “Leak” Reads Suspiciously Like a Community Wishlist

That is the biggest warning sign.

Several alleged additions are remarkably similar to ideas Diablo II players have been requesting for years: expanded Act IV content, another act, Enigma changes, stronger Bowazon support, redesigned Druid abilities and additional endgame systems.

Could Blizzard implement those things? Absolutely.

Blizzard has already demonstrated considerably more willingness to modify Diablo II than anyone expected before Reign of the Warlock. Patch 3.3 alone buffed forgotten Unique and Set items, changed endgame progression and continued adjusting systems introduced with the expansion.

But a plausible wishlist does not become a leak merely because somebody puts bullet points around it.

The Build Is the Part Worth Watching

For now, the safest way to separate the noise is remarkably simple.

There appears to be a newer unreleased Diablo II: Resurrected build in Blizzard's testing pipeline.

That is interesting.

It may indicate another PTR or patch is being prepared.

That is plausible.

Act 6, a sweeping Enigma redesign, new equipment categories and another giant expansion?

That requires considerably more evidence.

BlizzCon begins September 12, so we will not have to perform internet archaeology for very much longer.

Until then, the new build deserves attention.

The alleged patch notes deserve a very large bucket of salt.

```

Diablo 1 Remaster Rumors Get a Strange New Clue Ahead of BlizzCon


Diablo is turning 30 this year, BlizzCon is less than two weeks away, and Blizzard is openly admitting that parts of the convention are still being kept secret until the Opening Ceremony. Naturally, this means Diablo players have begun inspecting absolutely everything for clues.

One of those clues is considerably more interesting than the usual suspicious background texture.

A new Twitch global badge has appeared for BlizzCon 2026. It is called simply “Diablo”, was added on August 24 and will be awarded for subscribing or gifting a subscription to a streamer in the Diablo category during BlizzCon.

Not Diablo IV.

Diablo.

That does not confirm the long-rumored Diablo remaster, remake or modern rerelease. Twitch metadata has never been recognized as one of the Lesser Evils. But with Blizzard celebrating the franchise's 30th anniversary and keeping parts of BlizzCon deliberately hidden, it is another oddly specific piece of evidence worth putting on the increasingly crowded conspiracy board.

The New Twitch Badge Specifically Uses “Diablo”

The badge can currently be found in Twitch event-tracking data with the title Diablo. Its description says it is earned by subscribing or gifting a subscription to a Diablo streamer during BlizzCon 2026, while its listed game category is also simply Diablo.

That wording matters because Twitch distinguishes between the games.

Earlier this year, another global badge was created for Diablo's 30th Anniversary. That badge specifically listed its category as Diablo IV, and players earned it by subscribing to eligible Diablo IV streams between February 11 and February 26.

The new BlizzCon badge does not.

It points toward the original Diablo category instead.

There are several boring explanations for that. It could be a placeholder. Blizzard could be using the original franchise name as umbrella branding. The metadata could change before the convention begins.

All of those explanations are perfectly reasonable.

They are also considerably less entertaining.

Blizzard Is Already Hiding Parts of BlizzCon

The badge becomes more interesting because Blizzard has explicitly warned attendees that the currently published BlizzCon floor map is incomplete.

In its latest convention guide, Blizzard says that several areas remain under wraps and that the complete map will only be revealed after the Opening Ceremony on September 12.

The Opening Ceremony itself is being promoted as the place for major announcements.

We already know Diablo has plenty to discuss. Yesterday we looked at the two major Diablo presentations scheduled for BlizzCon, including Sunday's dedicated Diablo IV: What's Next panel. Diablo II: Resurrected also enters the convention after receiving its first new class in roughly 25 years.

The original Diablo is the conspicuous old demon standing quietly in the corner.

A Diablo 1 Remaster Has Been Rumored All Year

None of this speculation began with a Twitch badge.

Diablo's 30th anniversary has made the original game an obvious candidate for some form of modern treatment. Blizzard has spent 2026 deliberately revisiting the franchise's history, bringing classic items into Diablo IV, returning Baal to Diablo Immortal and doing something previously almost unthinkable by expanding Diablo II again.

Back in July, we looked at whether Diablo 1 actually needs a full remaster. Our answer was essentially no — or at least not desperately.

The original game remains commercially available through GOG, and Diablo plus Hellfire is still remarkably easy to play on a modern PC. Community projects such as DevilutionX have gone even further in keeping the original engine accessible across modern hardware.

Blizzard therefore does not need to rescue Diablo from an inaccessible platform.

But that does not mean it would turn down the opportunity to sell us the cathedral again with considerably better lighting.

A Remaster Is Only One Possibility

It is worth keeping expectations under control because “something involving Diablo 1” and “Diablo 1 Remastered launches next week” are very different claims.

Blizzard could announce a straightforward modern console release.

It could bring Diablo and Hellfire to Battle.net.

It could release an anniversary collection containing older Diablo games.

It could announce an archival edition with concept art, documentaries and restored development material.

It could even simply run the original Diablo during BlizzCon as part of the anniversary celebration.

Any of those possibilities could explain increased attention around the original game without requiring a full Diablo II: Resurrected-style overhaul.

And, of course, Blizzard could announce absolutely nothing related to Diablo 1 and leave us explaining why we spent several days interrogating a Twitch badge.

Such is the glamorous life of pre-BlizzCon archaeology.

The Timing Is Difficult to Ignore

Still, the timing is unusually neat.

Diablo celebrates its 30th anniversary in 2026.

Blizzard has scheduled a franchise-wide Diablo Developer Update.

The company says parts of BlizzCon remain deliberately hidden until the Opening Ceremony.

And Twitch now has a brand-new BlizzCon badge attached specifically to the Diablo category rather than Diablo IV.

None of those facts confirms a remaster.

Together, however, they make the original Diablo considerably more interesting to watch when the lights go down in Anaheim on September 12.

Thirty years ago, the cathedral door opened.

BlizzCon may finally tell us whether Blizzard intends to rebuild it.

```

Wednesday, 2 September 2026

Diablo Immortal Players Want Bout of Realms Made Fairer — But Is That Even What Blizzard Wants?

`

Diablo Immortal's latest Bout of Realms is currently working through its Preliminary Stage, and some lower-Resonance teams are discovering an uncomfortable truth about entering Sanctuary's premier PvP tournament: sometimes the competitive experience involves learning exactly how far away the other team's credit limit is. A new player complaint argues that the current matchmaking can place modestly powered teams against opponents capable of controlling the battlefield almost immediately, including situations where weaker teams struggle simply to escape their spawn.

The obvious request is to make Bout of Realms fairer for lower-Resonance competitors. The awkward part is that Blizzard may not actually be trying to make this version of Bout of Realms fair in that particular sense. Diablo Immortal already has another tournament format specifically designed to remove many progression advantages. The regular Bout of Realms appears increasingly comfortable being the place where account power, team composition, investment and skill all arrive at the arena together.

Lower-Resonance Teams Say They Can Barely Compete

A new September 2 forum complaint argues that lower-Resonance teams need a more realistic opportunity to progress through Bout of Realms. The player describes matches against substantially stronger opponents where the power difference becomes large enough for one side to dominate positioning and pressure the weaker team around its spawn.

It is not an entirely new complaint. During discussion around the August balance changes, other players argued that Bout of Realms is essentially inaccessible as serious competition for low-spending accounts. That concern has followed Diablo Immortal PvP for years because Resonance, secondary attributes, Legendary Gems and the wider character progression economy do not disappear simply because somebody has put a tournament bracket around them.

We made essentially the same observation when Cross Region Bout of Realms returned with prestige rewards for Diablo Immortal's strongest teams. Team coordination matters. Class composition matters. Objective play matters. Skill absolutely matters.

Money does not suddenly become shy and leave the room.

The New Format Is Already Brutal Before Resonance Enters the Equation

This particular Bout of Realms is also considerably less forgiving than earlier versions. Blizzard redesigned the Preliminary Stage so teams now play six matches across the first two days. Accumulate three losses by the end of those rounds and your tournament is finished.

As we covered when the new three-loss elimination rule was announced, that effectively means teams need to finish the opening stage at least 4–2 if they want to continue. Blizzard says the change is intended to eliminate unnecessary matches for teams that are no longer realistically competing while keeping the later schedule focused on stronger contenders.

That makes sense for an elite tournament.

It also means a lower-powered team gets very little time to survive bad matchmaking. Three encounters with substantially stronger opponents can end the entire run before the tournament has properly unpacked its luggage.

Blizzard Already Built the Fairer Version

This is where the argument gets interesting. Earlier this year, Blizzard introduced Challenge of Equals, an explicitly normalized Bout of Realms variant. That mode disables Resonance, Normal Gems, Runes and Charms, standardizes Legendary Gem effects and removes several other progression advantages.

Blizzard's own description could hardly have been clearer: Challenge of Equals was designed to emphasize moment-to-moment combat and mechanical skill rather than the power accumulated on an account.

That tells us something important about the standard Bout of Realms.

If Blizzard wanted every Bout tournament to normalize Resonance, it already knows exactly how to do it.

It chose not to.

Maybe Bout of Realms Is Supposed to Be the Whale League

There is a reasonable argument for keeping both formats. Diablo Immortal is a progression RPG, and players who have spent years — or extraordinary amounts of money — strengthening an account understandably want competitive activities where that progression matters. Removing account power from every PvP tournament would make a large part of that investment irrelevant whenever the stakes become interesting.

Challenge of Equals can test teams under normalized conditions.

Bout of Realms can test everything.

The problem is presentation and accessibility. If Bout of Realms welcomes broadly registered teams but its competitive structure realistically favors only accounts from the upper end of Diablo Immortal's progression economy, lower-powered participants can easily feel like tournament content rather than tournament competitors.

That distinction becomes particularly visible when the opening format is already as ruthless as this one. We previously questioned whether shortening Bout of Realms would make every match more exciting or simply make bad matchups more expensive. The new elimination system pushes even further in that direction.

Fairer Matchmaking Does Not Have to Mean Equalized Power

Blizzard therefore does not necessarily need to turn regular Bout of Realms into another Challenge of Equals. Better initial pairing could provide weaker teams with more competitive matches without removing Resonance or progression entirely. Wider brackets, power-sensitive early rounds or separate divisions could potentially preserve the high-end tournament while giving more teams something meaningful to fight for.

That may be harder to achieve if participation numbers cannot support narrower matchmaking pools, and no tournament system can guarantee perfectly balanced opponents.

But there is a difference between an elite tournament being difficult and one side spending the evening admiring the architecture around its spawn point.

Bout of Realms is supposed to identify Diablo Immortal's strongest teams.

The real argument is now about what strongest is supposed to mean.

If the answer is account power, investment, team building and mechanical skill combined, the current format makes sense.

If Blizzard wants ordinary teams to believe they have a genuine route through it, Sanctuary may need a slightly wider road.

```

Diablo 2 Has No Dedicated BlizzCon Panel After Its Biggest Update in 25 Years


Diablo II: Resurrected has spent 2026 behaving like a game that absolutely refuses to become a museum exhibit. Blizzard added an entirely new class, expanded the endgame, introduced a loot filter and new storage systems, continued balancing the Warlock and launched another Ladder season with meaningful item changes. And yet, with BlizzCon now less than two weeks away, there is something surprisingly absent from the published schedule: Diablo II: Resurrected does not have a dedicated panel.

That does not mean D2R will be absent from BlizzCon. Saturday's schedule includes a 45-minute Diablo: Developer Update on the Main Stage, and the deliberately broad title leaves plenty of room for Diablo II alongside Diablo IV and Diablo Immortal. But after Reign of the Warlock gave Diablo II its first new class in roughly 25 years, the lack of a session carrying the game's own name is still conspicuous.

The BlizzCon Schedule Doesn't List a Diablo II Panel

Blizzard's current BlizzCon schedule contains a substantial amount of Diablo programming. The franchise gets its broad Developer Update on Saturday, while Sunday includes the dedicated Diablo IV: What's Next presentation. There is also a session covering Diablo IV cinematics and additional Blizzard-wide panels where Diablo-related announcements could appear.

What you will not currently find is something called “Diablo II: Resurrected — What's Next,” “Reign of the Warlock,” or anything else explicitly devoted to D2R.

That has become more noticeable precisely because Diablo II is no longer receiving nothing but Ladder resets and small maintenance patches. Blizzard was still actively adjusting the Warlock in Patch 3.1.2 during July, and Patch 3.3 arrived in August with another collection of class fixes, item changes and endgame adjustments.

This is a living game again.

It just does not have its own chair at BlizzCon.

Players Were Already Expecting More D2R News

The timing is particularly interesting because Diablo II players were already speculating heavily about BlizzCon before the schedule appeared. One current forum discussion asking players for their wildest predictions has accumulated dozens of replies, ranging from relatively plausible balance changes and new items to completing Act IV, adding mercenaries, expanding the endgame and effectively building another Diablo II expansion.

Some of those suggestions belong firmly in the part of the Horadric Cube labelled “do not shake.”

But the enthusiasm makes sense.

Reign of the Warlock changed expectations about what Blizzard is willing to do with Diablo II. Before 2026, suggesting that Blizzard might add a completely new playable class to a game released in 2000 would have sounded considerably more unrealistic than asking for another Rune Word.

Then Blizzard actually did it.

Season 15 Shows Blizzard Is Still Working on the Game

The current Ladder reinforces that point. Season 15 arrived with a revised Ladder schedule and Patch 3.3, while eight older Ladder-only Rune Words moved into Non-Ladder. Blizzard also adjusted Terror Zones, Sunder Charm acquisition, Colossal Ancient progression and several older items.

The expansion's new systems continue generating their own balance debates as well. We have already seen players arguing that Season 15 made the Colossal Ancient grind excessively dependent on uneven statue drops, while Warlock players continue testing the limits — and occasionally the mathematics — of Bind Demon.

There is clearly enough happening to talk about.

The Diablo Developer Update Could Still Be the D2R Panel

This is where the appropriate amount of cold water should be applied.

No dedicated Diablo II session does not mean Blizzard has nothing to announce for Diablo II. The Saturday Developer Update is explicitly branded around Diablo as a franchise rather than Diablo IV. It would be entirely reasonable for Blizzard to divide those 45 minutes between its active Diablo games.

D2R could also appear during the Opening Ceremony or receive an announcement outside the formal panel schedule. Blizzard has not said that Reign of the Warlock is finished, nor has it announced that development on Diablo II: Resurrected is winding down.

There is even unfinished platform business. Switch 2 players are still waiting for a proper Diablo II: Resurrected upgrade despite the expansion launching on Nintendo hardware earlier this year.

So there are questions Blizzard could answer.

Warlock Changed What Players Expect From Diablo 2

That may ultimately be why the missing dedicated panel stands out.

If Diablo II were still receiving nothing but routine Ladder resets, nobody would find this strange. Diablo IV would naturally occupy most of Blizzard's convention attention while its 25-year-old predecessor quietly continued doing Baal runs in a nearby room.

Reign of the Warlock changed that relationship.

Blizzard demonstrated that Diablo II can still receive major new content without ceasing to be Diablo II. The result was inevitably dangerous because players have now started wondering what comes next.

Another expansion? More endgame? More Warlock balancing? New items? A Switch 2 update?

Maybe nothing enormous.

But after spending 2026 teaching Diablo II players that the impossible is apparently negotiable, Blizzard should probably not be surprised that they are looking at the BlizzCon schedule and asking where their panel went.

```

Diablo 4’s Steam Player Count Is Looking Rough Ahead of Season 15

Diablo IV is approaching Season 15 with one statistic Blizzard probably will not be putting on a BlizzCon slide. At the time of writing, roughly 2,400–2,500 players are playing Diablo IV simultaneously through Steam, according to SteamDB. That is a dramatic distance from the game's Steam record of 64,518 concurrent players set on May 3, 2026, and it has sparked another round of discussion about just how quiet Season 14 has become.

The important qualification should come immediately: this does not mean Diablo IV only has 2,500 players. Steam represents one part of a game also played through Battle.net, Xbox and PlayStation, and Blizzard does not publish a complete live player count across those platforms. Steam therefore gives us a useful trend line, not Sanctuary's population census.

SteamDB Has Dropped Into the Low Thousands

The discussion started with a September 1 Blizzard forum post pointing out that Diablo IV had fallen to roughly 2,600 concurrent Steam players. By September 2, SteamDB's live count was hovering even lower, around the mid-2,000s depending on the time of day.

The original poster compared that figure with much healthier Steam counts around the endings of previous seasons and concluded that Season 14 has suffered an enormous population collapse. There is clearly something worth noticing in the trend. The problem comes when Steam numbers get converted into claims about the entire Diablo IV audience.

Other players in the same thread immediately pointed out the obvious limitation: the snapshot was taken during a low-traffic period, historical comparisons need to use similar times and Steam cannot tell us what is happening on Battle.net or consoles.

So no, we cannot responsibly say Diablo IV has “lost 90% of its players.”

We can say its Steam audience is unusually quiet right now.

Season 14 May Simply Be Running Out of Things to Do

Some decline at the end of a Diablo season is completely normal. Players finish their builds, complete the seasonal objectives, murder the same bosses until even Duriel looks tired of participating and then disappear until Blizzard provides another reason to return.

Season 14 appears to be experiencing that cycle particularly strongly. That also fits with the wider discussion we covered when looking at why players still see familiar problems beneath Season 15's promising new systems. The issue is not necessarily that nobody wants Diablo IV anymore. It may simply be that the current season has exhausted its ability to keep experienced players engaged.

That makes Season 15 more important than the raw Steam number itself.

Season 15 Has a Very Convenient Opportunity to Bring Players Back

Blizzard has already shown several substantial additions through the Season 15 PTR. Soul Splinters introduce meaningful build trade-offs, Legacy Uniques bring recognizable Diablo items back into relevance, Rebirth finally returns and new endgame activities are being layered into progression.

More importantly, Blizzard deliberately withheld some Season 15 content from testing because it wants to reveal it at BlizzCon. As we covered in our look at the Diablo IV: What's Next BlizzCon panel, September 13 is now positioned as the moment Blizzard explains what the PTR did not show.

That gives us a much more useful benchmark than today's Steam counter.

If Season 15 launches and those numbers climb sharply again, Season 14's current low point will look like the familiar end of another seasonal cycle.

If they do not, Blizzard may have a considerably more interesting problem.

For now, Diablo IV is not “dead.”

But on Steam, Sanctuary is definitely quieter than usual.

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Diablo 4 Gets a “What’s Next” BlizzCon Panel — And Blizzard Has Already Hidden Season 15 Surprises


Blizzard has published the full schedule for BlizzCon 2026, and Diablo players may want to keep both days relatively free of demons, family obligations and other unnecessary distractions. The franchise gets a major Diablo: Developer Update on Saturday, September 12, followed by an even more interesting session on Sunday: Diablo IV: What’s Next. Both are 45-minute Main Stage presentations, and the second panel arrives with unusually high expectations because Blizzard has already admitted that it deliberately kept parts of Season 15 out of the PTR so they could be revealed at BlizzCon.

That makes this more than the usual convention schedule announcement. We already know quite a lot about Season 15 from the August PTR — Soul Splinters, Challenge Dungeons, Overland Ambushes, Legacy Uniques, Rebirth, Mythic changes and more — but our Season 15 PTR evaluation ended with one fairly large question mark: what exactly did Blizzard decide not to let us test? On September 13, we should finally begin getting the answer.

Diablo Gets Two Major Main Stage Slots

The official BlizzCon 2026 schedule puts Diablo: Developer Update on the Main Stage on Saturday, September 12. For European viewers, the presentation begins late in the evening at approximately 22:45 CEST and runs for 45 minutes. The broader Diablo title is worth noting: Blizzard has not labelled this specifically as a Diablo IV presentation, which leaves room for Diablo Immortal, Diablo II: Resurrected or wider franchise announcements alongside the current game.

Sunday is considerably less ambiguous. Diablo IV: What’s Next is scheduled for September 13 at approximately 20:00 CEST, again for 45 minutes on the Main Stage. When Blizzard puts the words “What’s Next” after a game title at BlizzCon, expectations have a habit of becoming unhealthy surprisingly quickly.

There are other Diablo-related sessions as well. Saturday includes The Art of Darkness: Behind Diablo IV’s Cinematics, while Sunday features a 30 Years of Battle.net presentation with special guest CD Projekt Red. That last one has suddenly become rather more interesting after Blizzard and CD Projekt Red described Geralt’s Diablo IV appearance as the beginning of a wider partnership and specifically promised more information at BlizzCon.

Season 15 Was Deliberately Kept Incomplete

The biggest known item on the agenda is Season 15. Before the 3.2.0 PTR even opened, Blizzard issued an unusually direct warning: the test would contain a different selection of features than players might normally expect because the developers had more to share at BlizzCon and did not want everything coming with Season 15 available beforehand.

That means the August PTR was never the complete season. Players tested Soul Splinters, Legacy Uniques, Mythic and Unique Charms, Rebirth, Challenge Dungeons and several underlying systems, but some of the actual seasonal content remains behind Blizzard's convention curtain.

We have already seen why that matters. Soul Splinters emerged as one of the PTR's more promising ideas, while Rebirth finally means players can stop recreating essentially the same character every season. Challenge Dungeons were deliberately tested using encounters that Blizzard says will differ from the final Season 15 content. We know quite a lot about the machinery. We still do not entirely know what Blizzard intends to build with it.

Could the Switch 2 Finally Appear?

There is also one enormous unconfirmed item hovering around the schedule. Diablo IV still has not been announced for Nintendo Switch 2 despite increasingly specific reports pointing toward a September release. We previously asked whether Blizzard was saving the Switch 2 announcement for BlizzCon after Diablo IV skipped Gamescom Opening Night Live.

A dedicated “What’s Next” presentation would certainly be an obvious place to reveal it. That does not make the port confirmed. Blizzard has announced nothing, and the September 15 release date circulating through leaks remains exactly that: a leak.

But if Blizzard really intends to launch Diablo IV on Nintendo's new hardware immediately after BlizzCon, the calendar is becoming rather suspicious.

Watching BlizzCon Also Gets You Three Diablo 4 Weapons

Players watching from home will also have something tangible to collect. Blizzard's official BlizzCon viewership guide lists three Diablo IV rewards available through Twitch and YouTube between September 12 and September 15. Watching for two hours awards the Serrated Skean dagger, four hours unlocks the Corroded Cleaver axe, and six hours provides the wonderfully named Tintinnabulation mace.

None of those are reasons to spend six hours staring at a livestream by themselves. Fortunately, Blizzard appears determined to provide considerably more interesting reasons.

September 13 Is Now the Date to Watch

For Diablo IV, the important thing about this schedule is not simply that the game has a panel. Blizzard has deliberately created unanswered questions before arriving at BlizzCon. Part of Season 15 remains hidden. The Witcher collaboration has more details coming. Switch 2 rumours are unresolved. And the company has reserved 45 minutes on its biggest stage for a presentation literally called “What’s Next.”

Sometimes convention panel titles are just panel titles.

This one has quite a lot of unfinished business attached to it.

Diablo IV: What’s Next begins Sunday, September 13. Sanctuary should look considerably less mysterious 45 minutes later.

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