Wednesday, 2 September 2026

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

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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.

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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.

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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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Geralt in Diablo 4 Is Apparently Just the Beginning of Blizzard’s Witcher Partnership


Geralt of Rivia is coming to Diablo IV, but the increasingly interesting part of Blizzard's Witcher crossover may not actually be the Geralt skin. CD Projekt Red and Blizzard have now formally presented the collaboration as the beginning of a partnership between the two studios, while simultaneously promising that more information will be revealed at BlizzCon later this month. In other words, professional monster slaying is coming to Sanctuary, and apparently nobody intends to stop after changing one character's trousers.

We already covered how Diablo IV players will be able to unlock a Geralt-themed cosmetic by purchasing The Witcher 3: Wild Hunt – Songs of the Past. The new official announcement gives that crossover considerably more context. CD Projekt Red is bringing The Witcher 3: Wild Hunt – Remastered to Battle.net on September 29, while Blizzard is bringing part of The Continent into Diablo IV. More importantly, CD Projekt Red describes this as the way the two companies are “kicking off a partnership”.

The Witcher 3 Is Coming to Battle.net on September 29

According to the official Blizzard and CD Projekt Red announcement, The Witcher 3: Wild Hunt – Remastered launches through Battle.net on September 29. The updated version includes visual and gameplay improvements together with both major expansions, Hearts of Stone and Blood and Wine.

Geralt is also returning in Songs of the Past, a brand-new Witcher 3 expansion that sends him to the land of Letten to deal with another ancient evil that has presumably failed to notice that hiring Geralt tends to end badly for ancient evil. When pre-purchases for that expansion become available, anyone who pre-orders it — or purchases it after launch — will receive access to the Geralt-themed Diablo IV skin.

It is an unusual crossover because the Diablo cosmetic is effectively attached to buying content for another RPG rather than purchasing something from Diablo IV's own shop. Considering Diablo IV has recently been experimenting with different ways of distributing cosmetics, including mysterious free shop items appearing for selected players, this is another slightly different approach to getting new armor into Sanctuary.

Blizzard and CD Projekt Red Say More Is Coming at BlizzCon

The sentence worth paying attention to is at the end of the Diablo IV section. Blizzard and CD Projekt Red say their teams have created something special for fans of both franchises and that they “can't wait to share more information at BlizzCon this September.”

That could simply mean a proper reveal of the Geralt armor, pricing details and information about exactly which Diablo IV classes can use it. But when the same announcement explicitly describes this as the start of a wider partnership, there is at least room for something more ambitious.

BlizzCon is already becoming unusually important for Diablo IV. Blizzard deliberately withheld portions of Season 15 from its public test, something we discussed in our Season 15 PTR evaluation, because additional seasonal content is being saved for the September convention. There is also continuing speculation around whether Blizzard is saving a potential Diablo IV Switch 2 announcement for BlizzCon.

Now Geralt is joining the queue.

The Witcher and Diablo Are an Almost Suspiciously Natural Match

As videogame crossovers go, this one requires less explanation than most. Geralt travels through miserable villages, investigates supernatural horrors, mixes potions, upgrades increasingly dangerous weapons and gets paid to remove monsters from places where monsters have become inconvenient.

Diablo players have been doing approximately the same thing for decades, although usually with less concern for local politics and considerably more enthusiasm for opening every barrel in the building.

That does not mean we should immediately expect Ciri as a Rogue, Yennefer wandering around Kyovashad or a Diablo boss appearing somewhere in The Witcher. Nothing beyond the Geralt-themed skin has been confirmed for Diablo IV.

But the language Blizzard and CD Projekt Red are using makes this worth watching beyond a single cosmetic.

Geralt coming to Sanctuary is now confirmed.

What “the beginning of a partnership” actually means is apparently a question for BlizzCon.

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Tuesday, 1 September 2026

Diablo 2 Players Say the Party Invite Button Has Been Broken for Months

Diablo II: Resurrected has added a new class, reworked old Uniques, expanded its endgame and somehow found room for entirely new systems inside a game whose foundations were poured when Windows ME still seemed like a reasonable idea. It is therefore slightly unfortunate that some players are still struggling with something rather more fundamental: clicking Accept on a party invitation. A bug report dating back to May has become active again after the Season 15 Ladder reset, with players saying the manual Accept button can simply refuse to do anything when another player invites them to a group.

The problem appears particularly common when the invitation comes from a party that already contains multiple players. Some affected users can invite other people without trouble. Some can accept an invitation from a single player. But once they try to join an existing group, the Accept button remains visible, looks perfectly normal and behaves approximately like a decorative painting of a button.

The Party Accept Bug Was Reported Back in May

The main Blizzard forum report dates back to May 20. The original poster said restarting Diablo II: Resurrected, changing characters and rebooting the computer did not solve the problem. Automatic party joining still worked for them, but clicking the manual party invitation button produced no response.

Other players quickly reported the same behaviour. One could accept an invitation from a single person but not from a group containing two or more members. Another said the problem appeared immediately following an update, while later replies through June continued describing an Accept button that was present but effectively impossible to interact with.

The thread then went quiet until August 31, when another player reported that the same problem had returned with the Season 15 Ladder reset. That is particularly awkward because Season 15 introduced a revised reset schedule and Blizzard has continued actively patching Diablo II: Resurrected through Patch 3.3. The game is not sitting abandoned in maintenance mode. Someone is still moving the furniture around. The party button is apparently hiding underneath it.

Auto Party Can Work Around It — Sometimes

The most commonly suggested workaround is enabling the game's automatic party option before entering a public game. Several players say this allows Diablo II: Resurrected to place them into the group automatically even when manually pressing Accept does nothing. That is useful if your immediate goal is simply joining a Baal, Chaos or Cow run.

It is not a perfect solution. One player specifically points out that they do not want to automatically join every party, particularly in trade games, while a separate August 22 report from the European servers includes another user saying the automatic option does not solve the bug in every case.

So the workaround is worth trying, but it should not be confused with the button actually working.

Diablo 2 Has Had a Strange Year for Persistent Bugs

The party issue fits rather neatly into Diablo II: Resurrected's peculiar 2026. Blizzard is still making substantial changes to the game, but several older technical problems have demonstrated impressive survival instincts. Earlier this month, Patch 3.3 finally appeared to fix a PlayStation offline stutter that players had reported for roughly six months. Meanwhile, the new Protector's Stone can still run into an Enhanced Damage interaction inherited from Diablo II's ancient item system.

There is, admittedly, something almost reassuringly Diablo II about a twenty-five-year-old ARPG continuing to produce obscure interactions nobody quite understands.

A party invitation is less charming.

The Bug Matters More During Public Runs

Manual partying may sound like a small UI problem until it happens during the activities Diablo II players repeat thousands of times. Public Baal runs, Chaos Sanctuary groups and Cow games depend on strangers entering, joining the existing party and immediately getting on with the business of murdering everything nearby. One player in the original thread even complained that people assumed they were deliberately refusing invitations during Cow runs when the button simply would not respond.

Blizzard has not publicly confirmed a specific fix for the current manual Accept problem, and player reports suggest the exact behaviour is not identical for everyone. But with reports stretching from May into the current Season 15 Ladder, this one has survived long enough to move beyond an isolated bad game session.

For now, affected players can try enabling automatic partying.

Everyone else can continue using the revolutionary multiplayer technology Diablo II has traditionally offered:

pressing the button.

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Diablo Immortal Players Say Custom Wing Rerolls Are Eating Thousands of Orbs

Diablo Immortal's customizable wings are supposed to give high-Resonance players considerably more control over how their enormous decorative back furniture looks. A new bug report suggests the system may instead be giving some players a very expensive lesson in probability. One player says they performed more than 30 Wing Customization rerolls without unlocking a single new option, leaving them questioning whether the interface is misleading, the system is malfunctioning or they have simply encountered an exceptionally unfriendly stretch of RNG.

The report becomes more interesting because it is not the first complaint of its kind. Another player previously documented going through 600 additional wing pulls without unlocking a new color or material, after already spending heavily on the system. That older report eventually saw progress resume after another 15 attempts, suggesting the system may allow extremely long gaps between meaningful unlocks even when nothing is technically broken.

More Than 30 Rerolls Produced No New Unlocks

The new bug report was posted on September 1. The player says they rerolled their wings more than 30 times without unlocking anything new and argues that information shown by the interface appears to imply that another material should become available after roughly ten rerolls.

They contacted Blizzard Customer Support and say several support responses suggested something may have gone wrong, but that support could not directly resolve the issue. The player estimates that the unsuccessful attempts consumed more than 4,800 units of premium currency.

There is a terminology wrinkle here. The post refers to “pearls,” but Blizzard's official Wing Customization explanation says rerolls use Astral Plumes, with each Plume costing 160 Eternal Orbs. Thirty rerolls at that price equals 4,800 Orbs, so that appears to be the relevant premium-currency figure.

Blizzard Doesn't Actually Promise a New Material Every Ten Rolls

This is also where the report becomes less straightforward than a simple missing-reward bug. Blizzard's published description of the system does not state that every tenth reroll guarantees a completely new Wing Material. It says Color variations are available initially, VFX variations unlock after two restyles and Shape variations become available after nine restyles. Blizzard also says that committing more rolls gradually unlocks additional variations.

That is not quite the same thing as guaranteeing a brand-new material every ten attempts.

If the current in-game interface communicates something stronger, then the problem may be the wording rather than the underlying randomization. Either way, a premium cosmetic system where players are spending thousands of Orbs needs to make the distinction remarkably clear. “You have unlocked the ability for this thing to appear” and “you will receive this thing after ten rolls” are two very different sentences when every button press costs premium currency.

Another Player Previously Went 600 Pulls Without Progress

The concern also has some history. In April, another player reported making 600 additional Wing Customization pulls without receiving another color or material. They estimated those attempts represented another $1,250 spent on the system after an earlier 600 pulls.

Interestingly, that story did not end with confirmation of a bug. The player later updated the thread to say that after waiting and eventually continuing, new traits started appearing again roughly 15 pulls later. Their conclusion shifted toward frustration with the system's undisclosed progression and odds rather than certainty that it was technically broken.

That context matters. Two complaints do not prove that Diablo Immortal's Wing Customization system is malfunctioning, and neither Blizzard nor NetEase has confirmed a new bug affecting unlock rates. What they do demonstrate is how difficult the system can be for players to understand once long streaks of unsuccessful rerolls begin.

Diablo Immortal Keeps Expanding Its Wing Economy

The timing is particularly noticeable because Blizzard is still expanding the system. August introduced Frost, Mother of Pearl and Voidrealm materials while retiring several older Wing Materials from random refinement, something we covered when Diablo Immortal removed three materials from the active customization pool. The maximum Wing Score also increased to 10,200, giving dedicated players even more progression to chase.

It is part of a broader push toward increasingly elaborate premium cosmetics. We recently saw Diablo Immortal introduce a 4,500-Orb cosmetic dye unlock, while another player reported spending 4,500 Orbs on a cosmetic enhancement they could not initially use.

Randomness is one thing when the reward is another pair of yellow boots from a demon.

It becomes rather more important to explain the rules when each spin of the wheel costs 160 Eternal Orbs.

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Diablo 4 Season 15 Has Great Ideas — But Players Still Want to Know Where the Game Is Going


Diablo IV's Season 15 PTR has been over for weeks, but one of its biggest feedback discussions is refusing to disappear. A detailed post evaluating the season's good, bad and considerably less attractive parts has now passed 9,000 views and remains active into September, with players continuing to debate a surprisingly fundamental question: what exactly is Blizzard trying to make Diablo IV become?

That does not mean Season 15 is being rejected. Quite the opposite. As we found in our original Season 15 PTR evaluation, several of its new systems were genuinely well received. Soul Splinters introduce real trade-offs, Legacy Uniques give familiar items an identity again, Rebirth removes an unnecessary seasonal annoyance and some of the Mythic changes move item progression in a more sensible direction. The uncomfortable part is that these good ideas are arriving on top of complaints players have now been making for several seasons.

Soul Splinters Show What Season 15 Gets Right

The strongest example remains Soul Splinters. Instead of simply handing every build another damage multiplier, many Splinters offer power with an actual cost. We previously looked at how Soul Splinters may have been the PTR's best idea, because deciding whether to sacrifice Movement Speed, Critical Strike Chance or another resource creates an actual build decision rather than an equipment tax.

Legacy Uniques achieve something similar from another direction. Stone of Jordan, Leoric's Crown, The Furnace and other returning items have recognizable identities before players even begin comparing affix percentages. Rebirth is less glamorous, but finally allowing existing characters to be reborn into a new season solves one of those small Diablo annoyances that had somehow survived long enough to become tradition.

None of these are bad additions. Season 15 may actually contain some of Diablo IV's better recent ideas.

That is precisely why the remaining complaints stand out.

Class Balance Is Still Moving in Circles

The continuing forum discussion repeatedly returns to class balance and build diversity. The problem is not simply that one class performs better than another. Diablo has never required every Necromancer, Sorcerer and Barbarian to produce identical spreadsheet results. The issue is how quickly the gap between a fun build and the mathematically correct build can become enormous.

Season 15 has already demonstrated both sides of that problem. Blizzard made broad changes to primary-stat scaling, including buffing several classes while reducing Barbarian's Strength scaling. Sorcerer received its own numerical assistance, yet players argued that larger numbers do not automatically solve weak skill design.

This is the familiar Diablo IV balancing carousel. A build becomes dominant. Blizzard reduces it. Another interaction takes its place. The seasonal mechanic arrives and provides an enormous new source of power. Eventually that mechanic disappears, balance shifts again and everyone returns to the spreadsheet to discover what survived.

Sanctuary has many circles of Hell. Apparently one of them contains patch notes.

RNG and Inventory Bloat Are Becoming Harder to Ignore

The less dramatic complaints may ultimately matter more. Diablo IV now asks players to interact with Greater Affixes, Tempering, Masterworking, Runes, Talismans, Charms, Mythic upgrades, War Plans and seasonal systems before Soul Splinters even join the cupboard. Individually, many of these systems make sense. Together, they increasingly resemble the contents of a drawer nobody wants to open because something will fall out.

The same applies to RNG. Random drops belong in Diablo. Finding something unexpectedly excellent is one of the basic pleasures of an ARPG. But when acquiring an item is random, its affixes are random, further upgrades introduce more random outcomes and another system then determines whether the finished item actually fits the build, player choice can begin to feel secondary to surviving enough dice rolls.

That tension is also visible in the current argument over rare loot. We recently looked at players asking whether Diablo IV needs truly rare items again. The answer is probably yes. But rare is not the same thing as administratively exhausting.

The Bigger Question Is What Diablo IV Wants to Be

This is where the Season 15 discussion becomes more interesting than another argument about whether a particular multiplier should be 70% or 85%. After years of changes to itemization, Mythics, progression, crafting, difficulty, endgame systems and character power, players are increasingly asking whether those revisions are moving toward a clear destination or simply replacing the previous experiment.

Experimentation is not inherently bad. Diablo IV is significantly different from the game that launched in 2023, and many of those changes improved it. Blizzard should absolutely keep trying new things when existing systems are not working.

But Season 15 illustrates the danger of building good seasonal mechanics on foundations players still consider unsettled. Soul Splinters can create interesting choices. Legacy Uniques can make loot memorable. Rebirth can make seasonal characters less tedious. None of those systems can permanently compensate for weak build diversity, excessive inventory management or progression that feels determined by too many layers of randomness.

The encouraging part is that Season 15 does not look devoid of ideas.

It has plenty.

Now Blizzard has to show that those ideas are going somewhere.

```

Diablo Immortal Player Gets Account Back After Blizzard Admits Two-Year Ban Was an Error

A Diablo Immortal player who spent more than two years permanently banned for what Blizzard classified as severe exploitation has finally received his account back. The unusual part is not simply that an appeal succeeded. According to the player, numerous previous appeals had already been reviewed and rejected, the ban had repeatedly been described as justified and final, and Blizzard support had even warned him against continuing to contact the company about it. Then, after a new support ticket in August 2026 triggered another review, Blizzard reached a very different conclusion: the original penalty was an error.

The player, known as Kopova, originally lost access to his Diablo Immortal account in June 2024. At the time, he said Blizzard classified him as a “Severe Exploitator” without telling him which specific action had triggered the permanent closure. Kopova maintained from the beginning that he had not used bots, macros, hacks or exploits. He was a clan leader, produced Diablo Immortal videos, ran a community Discord and had used an officially supported Xbox controller since launch. More than two years later, Blizzard has reopened the same account and apologized for what support now calls a mistake.

One reversed ban does not prove Diablo Immortal has a widespread false-positive problem, and it certainly does not establish that every player who claims innocence after a suspension is telling the truth. But this particular case matters because we now have something these arguments rarely produce: Blizzard itself ultimately reversed the decision.

The Account Was Permanently Banned in 2024

Kopova's original forum post appeared in June 2024 under the title “From Loyal Player to Unsafe for the player base: A Diablo Immortal Tale.” He described himself as a highly active player with roughly 4,600 Resonance who had built the Ravens clan with friends on the Dark Wanderers server. Then his account was permanently closed.

The notice reportedly identified the offense as severe exploitation. Kopova said he received no detailed explanation of what he had supposedly done, leaving him to speculate about possible triggers. He wondered whether mass reports from rival clans might have contributed, whether opening a large number of saved reward mails and chests immediately following maintenance could have appeared suspicious, or whether some other perfectly normal behaviour had been misclassified.

None of those theories was ever established as the cause.

That distinction remains important today. The eventual reversal tells us the ban itself was erroneous. It does not tell us what triggered the incorrect detection in the first place.

Multiple Appeals Reportedly Said the Ban Had Been Reviewed and Confirmed

The part of the story that makes the reversal especially uncomfortable is what happened afterward. Kopova says he contacted Blizzard support repeatedly and received essentially the same conclusion each time: exploitative activity had been confirmed, the decision had been reviewed and the permanent ban would remain.

He says one support exchange even warned that continuing to submit tickets about the same issue could result in further action against his Battle.net account.

The public Diablo Immortal discussion from that period reflects Blizzard's broader stance on individual bans. In September 2024, community manager GhostSignals told players that forum staff could not investigate account-specific penalties and that those cases had to go through Player Support. Blizzard would also not reveal detailed reasons behind bans because doing so could help people circumvent detection methods.

By November, after the same thread had continued for months, GhostSignals explained that whether an account action would be reviewed again was up to the game and support teams. If they chose to uphold a suspension, that decision could effectively be final.

That is what makes the 2026 outcome so interesting.

The final decision was not final.

A Strange Account Page Change Finally Triggered Another Review

The eventual breakthrough did not come from a special ban appeal. Kopova says it began when Blizzard changed its Account Restrictions page in August 2026. His old penalty suddenly appeared under Past Penalties, while the page simultaneously told him that he had no active penalties. Battle.net itself, however, continued showing the Diablo Immortal account as banned.

Two Blizzard systems were now telling him two different things.

Instead of submitting another traditional appeal, he opened what he describes as a normal technical support ticket asking why the account pages disagreed. This time the case was escalated.

The response was dramatically different from the previous two years.

According to the email Kopova shared, Blizzard reviewed the evidence again and concluded that the original penalty action had been made in error. The company reopened his Diablo Immortal account and apologized for the mistake.

After more than two years of being told that the exploit finding had been reviewed and confirmed, one more review produced the opposite answer.

The Account Was Restored — The Missing Two Years Were Not

Kopova says his character and account were still there when he logged back in. Remarkably, his clan had kept him as a member throughout the entire ban, and several of the same people were still playing more than two years later. For a game built heavily around clans, Warbands and persistent social groups, that appears to have been the part of returning that mattered most to him.

What Blizzard did not restore was time.

The player says he received no compensation for the period he could not access Diablo Immortal, no explanation of what caused the false penalty and no information about whether the underlying detection issue had been identified. When another Reddit user joked about receiving compensation in the form of Crests, Kopova replied that he had received nothing — “not even a ruby.”

That lands differently in Diablo Immortal than it might in a traditional single-player game. Two years represents dozens of seasons, events, class updates, progression systems and limited-time rewards. It also represents two years separated from an active clan community.

Restoring the account fixes access.

It cannot reconstruct August 2024.

Kopova Also Says He Successfully Charged Back Some Purchases

There is another unusual element to the story. After the original ban, Kopova says he pursued chargebacks for purchases that were still eligible through his payment providers. He says Blizzard disputed those chargebacks, but that he ultimately won the cases after providing banks with his support correspondence, transaction records and his account of what had happened.

That does not mean the banks independently proved the Diablo Immortal ban was wrongful. Payment disputes operate under their own rules and are not equivalent to a game-account investigation. The two processes should not be conflated.

But the detail becomes more interesting in hindsight because Blizzard itself has now reached the conclusion Kopova had maintained since 2024: the penalty should not have been applied.

He also reports that returning to the account after those chargebacks did not leave him with negative Orbs, something he specifically checked after regaining access.

This Does Not Prove Every “False Ban” Claim Is Real

Gaming communities have a predictable relationship with ban stories. Somebody posts that they were banned “for absolutely no reason,” half the comments assume the anti-cheat system malfunctioned and the other half assume the player quietly forgot to mention the bot they had been running since Tuesday.

Both things happen.

Blizzard has legitimate reasons to enforce Diablo Immortal's rules aggressively. The company has publicly identified botting, gameplay automation, hacks, unauthorized third-party purchases, fraudulent transactions, market exploitation, account sharing, scams and win-trading as behavior that can lead to account action. For detected botting and similar automation, Blizzard has said that a first offense can result in permanent closure without warning.

Diablo Immortal absolutely needs an enforcement system. Anyone who has spent five minutes watching World Chat advertise suspicious platinum services already knows why.

The significance of Kopova's case is narrower. It demonstrates that a permanent Diablo Immortal ban can survive multiple reviews and still ultimately be wrong.

We do not have to speculate about that anymore. Blizzard reversed this one.

The Appeal Process Is the More Difficult Question

False positives are unavoidable in sufficiently large automated systems. Even an extremely accurate detection system will occasionally produce incorrect results when millions of players generate enormous amounts of behavioural data. The existence of one mistaken ban therefore does not automatically indicate negligent enforcement.

The more uncomfortable question is what happens after a false positive.

Kopova says his appeals repeatedly returned essentially the same answer for more than two years. The case was apparently only reopened properly after an unrelated discrepancy appeared in Blizzard's account-management interface and he submitted a technical ticket asking why.

That raises a very different concern from whether automated detection can make mistakes.

Can the appeal process reliably detect those mistakes?

If the same incorrect conclusion can be checked, confirmed, appealed and called final several times before eventually being reversed, players inevitably start questioning what “reviewed” means in practice.

Blizzard Has Historically Avoided Explaining Individual Bans

Blizzard's position on detailed ban explanations is understandable from an anti-cheat perspective. Revealing precisely which behaviour or technical signature triggered detection could help cheat developers reverse-engineer the system. Diablo Immortal's community team has repeatedly said that specific ban reasons are deliberately limited for this reason.

That policy becomes much harder to navigate when the penalty is wrong.

A legitimate player cannot appeal behaviour they do not know they have been accused of. They can say they did not cheat. They can list the software and hardware they use. They can explain unusual activity around the time of the ban. But without knowing whether Blizzard thinks the problem was automation, account sharing, market manipulation or something else, the player is effectively trying to disprove an invisible accusation.

Kopova spent much of 2024 doing exactly that.

He discussed his Xbox controller because controller users were a major part of the community's speculation around bans at the time. Blizzard publicly clarified that supported controllers themselves were not a reason for account penalties, and the community manager said he had personally looked at several controller-related claims and found other causes behind those cases.

Nothing in the 2026 reversal suggests Kopova's controller caused his ban.

The uncomfortable answer remains the same:

we still do not know what did.

That Uncertainty Matters in a Game Where Players Invest for Years

This is particularly sensitive for Diablo Immortal because accounts can represent enormous investments of both time and money. Kopova's roughly 4,600 Resonance account was already highly developed in 2024. Other players have characters they have progressed continuously since launch.

We recently covered how Blizzard plans to continue retiring old Legendary Essences as part of Diablo Immortal's long-term build management. That decision generated its own debate because players become attached to builds and collections developed across years of play. Account access sits one level above all of those systems. Lose the account and every Essence, Legendary Gem, cosmetic, clan relationship and carefully assembled loadout disappears with it.

The same long-term investment is why recent changes such as the reworked Boon of Plenty have prompted such intense arguments about value. Diablo Immortal continuously asks players to make decisions based on months or years of progression. Trust that the account itself will remain accessible is therefore not some abstract customer-service concern. It is foundational to the entire model.

There Is Also a Community Cost That Compensation Cannot Easily Fix

The most striking part of Kopova's return is not his equipment or Resonance.

It is that Ravens was still there.

He says logging in and discovering that his old clan had kept him throughout the two-year absence was genuinely emotional. Several familiar players remained, and the person who took over leadership had now been running the clan for longer than Kopova originally had.

That illustrates something Diablo Immortal sometimes obscures beneath Legendary Gems and competitive leaderboards: it is also a social game. Players form communities that outlive individual seasons and balance patches.

A wrongful two-year ban therefore does not simply pause character progression.

It removes somebody from a group of people.

Kopova himself says that was what he missed more than the game.

The Story Has Already Changed How He Approaches Games

After returning, Kopova told commenters that he does not intend to start spending heavily again. He described the experience as a lesson in how digital game accounts work: players can invest enormous amounts into something they ultimately access under a license rather than truly own.

That response is probably more damaging to a live-service publisher than a temporary burst of angry forum posts.

Trust is difficult to quantify on a quarterly chart.

It is very easy to see when someone stops opening their wallet.

Diablo Immortal has spent 2026 making significant changes to its economy and progression systems, including competitive formats such as Bout of Realms and its controversial six-match elimination structure. Those systems depend on players believing their long-term investment is worthwhile.

One wrongful ban does not collapse that trust across an entire playerbase.

But two years is a very long demonstration of what happens when the system gets one case wrong.

The Important Question Is Whether Blizzard Learned Why This Happened

The ideal ending would include more than an apology.

Blizzard does not need to publish the technical details of its anti-cheat detection. Doing so could genuinely make enforcement weaker. But internally, the company should be able to answer several questions.

Why was this account originally flagged?

Why did the earlier reviews uphold the penalty?

What changed in the final review?

Could the same false-positive condition affect another account?

And perhaps most importantly, is there a way for a genuinely innocent player to reach that deeper review without waiting two years for an account-management page to malfunction in a useful direction?

We do not currently know the answers.

Kopova does not either.

For Once, “I Was Banned for Nothing” Actually Has an Ending

There are thousands of gaming forum posts claiming unfair bans. Most never receive enough public evidence to establish what happened. Some almost certainly involve players withholding important details. Others remain impossible to evaluate from outside the company.

This one is different.

Kopova said in 2024 that Blizzard had made a mistake.

Blizzard said the ban had been reviewed and upheld.

More than two years passed.

Then Blizzard reviewed it again.

And this time, according to the reinstatement email, Blizzard agreed with Kopova.

The account is back.

The clan is still there.

The missing two years are not.

Sanctuary has plenty of resurrection mechanics.

Apparently customer support has one too.

It just has an extraordinarily long cooldown.

Sources

Reddit: Kopova's August 2026 Account Reinstatement and Blizzard Email

Diablo Immortal Forums: Original 2024 Ban Discussion

Diablo Immortal Community Manager on Account Ban Reviews and Explanations

Blizzard: A Statement on Cheating and Exploitation

```

Diablo 4’s Nafain’s Bestiary Set May Not Give All Companion Upgrades

Diablo IV's Druid has spent a good portion of 2026 learning that having more animals does not necessarily make life simpler. A fresh bug report is now questioning one of the class's most interesting Talisman sets, Nafain's Bestiary, because its five-Charm bonus appears to promise more Companion upgrades than the game actually provides.

The current tooltip says the completed set lets the Druid gain an additional Bear and all other Companions of each type while also granting “all Companion Upgrades for free.” According to a report posted on August 30, however, the final upgrades at the end of the Companion skill branches are not being granted automatically. That leaves two possibilities: Nafain's Bestiary is not functioning as described, or the wording is broader than Blizzard actually intends.

There is an important wrinkle. This is not the first time players have investigated the set. A separate discussion from May suggests the intermediate Companion upgrades do work even though the skill tree does not visually show them as allocated. The final modifying upgrades, however, still require the player to spend skill points. So Nafain's Bestiary may not be completely broken. The real problem may be that “all Companion Upgrades” does not mean what most players would reasonably expect it to mean.

Nafain’s Bestiary Says You Get All Companion Upgrades for Free

The current five-Charm description is difficult to read any other way. Complete Nafain's Bestiary and the set grants additional Companions while telling the player that all Companion Upgrades are free. For a Druid building around Wolves, Ravens, Poison Creeper and the wider Companion package, that sounds enormously valuable because skill points normally spent completing those branches could theoretically be redirected elsewhere.

The new bug report specifically calls out the fact that the final upgrades are not provided. The player therefore asks whether the set is broken or simply phrased incorrectly, which is probably the most useful way to frame the issue until Blizzard clarifies the design.

If Blizzard intended every upgrade node attached to a Companion skill to become active, then part of the five-Charm bonus is missing. If Blizzard only intended the secondary or “side” upgrades to be granted, the current tooltip needs to say exactly that.

Those are very different bugs, but they create the same problem for somebody trying to build around the set: the item tells you one thing while the skill tree behaves as though the promise came with invisible fine print.

Players Already Tested This Earlier in the Year

A May discussion provides useful context because several Druid players initially believed the entire upgrade portion of Nafain's Bestiary was failing. They equipped the completed set, opened the skill tree and saw no indication that the Companion upgrade nodes had been activated. The nodes still appeared to cost skill points.

One player eventually tested the actual effects rather than relying on the interface. Their conclusion was more complicated: the side upgrades appeared to function despite not being visibly highlighted in the skill tree. They tested Poison Creeper and Ravens and found effects consistent with those secondary upgrades remaining active.

The final upgrade nodes were different.

Those apparently remained unavailable unless the player manually invested the required skill point. Another participant reached the same conclusion, explaining that Nafain's Bestiary provides the side upgrades but not the major final modifier at the end of each Companion branch.

That makes the August report particularly interesting. We are not looking at one player suddenly discovering that nothing works. Players have apparently understood for months that part of the set works invisibly while another part that appears covered by the wording does not activate at all.

The Tooltip Is the Real Problem Even If the Set Is Working as Intended

Diablo IV has a vocabulary problem here. If a tooltip says “all Companion Upgrades,” most players are going to interpret “all” as a fairly ambitious quantity.

Usually somewhere around all of them.

Blizzard may internally distinguish between normal Companion upgrades and the final skill variants, but that distinction is not obvious from the set description itself. A player should not need to visit a forum, read a three-month-old testing thread and manually verify Raven behaviour before understanding which part of their five-piece set bonus exists.

A clearer version could say something like “gain all secondary Companion upgrades for free” or explicitly state that final Companion variants are excluded. That would immediately tell players how many skill points Nafain's Bestiary actually saves and prevent them from planning a build around bonuses they were never supposed to receive.

If the final nodes are supposed to be included, of course, then the wording is fine and the implementation needs fixing.

The Skill Tree Not Showing the Free Upgrades Makes Everything Worse

The confusing tooltip would be easier to live with if Diablo IV clearly displayed which free upgrades were active. According to the earlier player testing, it does not. The side upgrades can function without being visibly allocated in the skill tree, leaving the player to determine their status through gameplay testing.

That is particularly awkward for a build-defining Talisman set. The entire point of these sets is to change how characters are assembled. If the set grants several skill effects without spending points, those effects should ideally be reflected somewhere in the interface so the player can see exactly what has changed.

Otherwise, every questionable interaction becomes a miniature laboratory experiment.

Does the upgrade work?

Equip the set. Find the correct enemy. Trigger the Companion. Watch the buff bar. Count the effect. Remove the set. Repeat.

That is useful work for theorycrafters. It probably should not be the normal onboarding process for an item tooltip.

Season 15 Is About to Make Nafain’s Bestiary Much Stronger

The timing matters because Blizzard is already buffing Nafain's Bestiary for Season 15. The official 3.2.0 PTR notes reduce the two-piece Battle Roar cooldown to five seconds, while the five-piece bonus is being expanded to provide an additional 250% multiplicative Companion damage. Blizzard is even making the Companions grow slightly in size.

In other words, this is not some forgotten leveling set Blizzard is preparing to abandon. Nafain's Bestiary is receiving direct attention in the next major balance pass.

That makes the upgrade wording worth fixing before the stronger version reaches live servers. If Season 15 pushes more Druids toward a Companion setup, substantially more players are going to complete the set and discover that “all Companion Upgrades” apparently excludes part of the Companion upgrade tree.

Blizzard is increasing the damage.

It would be a convenient time to increase the clarity as well.

This Is Another Talisman Problem Where the UI Cannot Quite Be Trusted

Nafain's Bestiary is unfortunately arriving in a system that has already given players several reasons to double-check what the interface tells them. We recently covered reports of Talisman set bonuses stopping during combat, while other players have encountered Seals that refuse to accept Charms or leave completed set bonuses greyed out.

A separate live bug thread has players reporting that some higher-quality Seals simply refuse to accept particular Set Charms at all. Others describe moving a completed five-Charm setup onto another Seal only to have its two-, three- and five-piece bonuses become inactive despite the Charms still visibly occupying the slots.

That issue is technically separate from Nafain's Bestiary, but the player experience is similar. The Talisman interface can show one configuration while the underlying bonus behaves differently.

We also recently looked at how generic Set Charms may effectively disappear from the expected loot pool once players move into Torment. Talisman power itself is interesting; understanding exactly what the system is doing has been the harder part.

The Druid Does Not Need More Invisible Build Math

Companion Druid is already full of interactions involving active and passive Companion effects, skill ranks, individual upgrade branches, multiplicative bonuses and equipment that changes how those Companions behave. Nafain's Bestiary is meant to consolidate some of that complexity by saying, in effect: complete the set and we will give you the Companion package.

Instead, players need to know that there may be three different categories hiding behind one sentence:

  • Additional Companions, which appear to work.
  • Intermediate Companion upgrades, which reportedly work but are not visually marked in the skill tree.
  • Final Companion upgrades, which reportedly are not granted and still require skill points.

That is a lot of interpretation for six words.

It becomes more important when players are optimizing skill points. If a Druid believes Nafain's Bestiary covers an entire Companion branch, they may spend those points elsewhere and unknowingly miss a final modifier that their build guide assumes is active. Conversely, somebody who does not realize the side upgrades are being granted invisibly may waste points buying effects the set already provides.

Neither outcome is particularly satisfying.

This May Be a Wording Bug Rather Than a Mechanical Bug

The current evidence actually makes the conservative explanation quite plausible. Because the earlier testing suggests Nafain's Bestiary has behaved this way for months, Blizzard may have intentionally designed the set to grant only the side upgrades while leaving the final mutually exclusive modifiers under the player's control.

There is a reasonable gameplay argument for that approach. Final skill variants often represent meaningful build choices rather than simple passive improvements. Automatically activating every final Companion variant could create conflicting behaviour or remove choices Blizzard wants the player to make manually.

If that is the design, leaving those nodes out makes sense.

Calling the remaining benefits “all Companion Upgrades” does not.

That would turn this from a balance or functionality bug into something much easier to repair: rewrite the tooltip so it describes the mechanic that already exists.

But until Blizzard confirms that interpretation, we cannot rule out the other possibility — that the final upgrades genuinely should be granted and have simply never been applied correctly.

Blizzard Has Not Clarified the Set Yet

As of September 1, the August 30 bug report has not received an official Blizzard response. The thread is also extremely small, so this is not currently evidence of some widespread Druid failure affecting thousands of characters.

What makes it worth covering is not volume. It is reproducibility.

The set description is visible.

The final Companion upgrade nodes are visible.

Players can complete the five-Charm bonus and immediately compare what the tooltip promises with what the skill tree and abilities actually provide.

And, importantly, players were already doing exactly that in May.

This is therefore much easier to investigate than a random report that a build “feels 20% weaker.” Blizzard only needs to answer one question:

Does “all Companion Upgrades” include the final upgrades?

If yes, fix the set.

If no, fix the sentence.

Season 15 Is the Perfect Time to Clean This Up

Nafain's Bestiary could become much more attractive next season. A five-piece set that brings additional Companions, saves skill points and adds 250% multiplicative Companion damage has obvious potential for players who want the Druid fantasy to involve an entire wildlife documentary following them through Sanctuary.

That is exactly why Blizzard should clarify the current behaviour now.

Players can tolerate a complex build.

They can tolerate mutually exclusive skill choices.

They can even tolerate Wolves occasionally deciding that the safest route to an enemy involves three chairs and a staircase.

What they should not need to tolerate is the word “all” becoming a theorycrafting puzzle.

Sources

Diablo IV Forums: Nafain's Bestiary 5-Charm Bonus Either Broken or Phrased Incorrectly

Diablo IV Forums: Earlier Nafain's Bestiary Set Testing

Blizzard: Diablo IV 3.2.0 PTR Patch Notes

```

Monday, 31 August 2026

Diablo 2 Players Are Still Waiting for a Proper Switch 2 Upgrade


Diablo II: Resurrected has spent 2026 proving that Blizzard is perfectly willing to modernize a 25-year-old game. Reign of the Warlock added an entirely new class, expanded the endgame, introduced new items and Rune Words, improved storage, added a loot filter and generally did things that would once have sounded dangerously close to sacrilege. Nintendo Switch 2 owners are therefore asking a fairly reasonable question: if Diablo II can get a Warlock in 2026, can the Switch version finally get 60 FPS?

The request has been circulating since Nintendo's newer hardware arrived, but it has become louder again in August. A current Blizzard forum thread started on August 12 with a very simple demand: 60 FPS and eight-player games on Switch 2. Players have continued bumping the topic through August 29, with others adding higher resolution, cross-play and improved graphics to the wish list. Blizzard has not announced a dedicated Diablo II: Resurrected Switch 2 upgrade, and Nintendo's current store page still lists the game as Nintendo Switch software that is compatible with Switch 2 rather than as a native Switch 2 version.

That distinction is becoming increasingly difficult to ignore when the game itself just received its biggest expansion in years.

Diablo II Works on Switch 2 — But It Is Still the Switch Version

Nintendo's current Diablo II: Resurrected listing confirms that the game is supported on Switch 2. The file size is listed identically at 8.4 GB on both systems, while the product remains categorized as Nintendo Switch software. More importantly for multiplayer players, the technical specifications still list online play as one to four players.

That is essentially the experience players have been complaining about since Switch 2 launched. The stronger hardware can run the existing Switch game through backward compatibility, but Diablo II: Resurrected does not currently expose the sort of hardware-specific enhancements players associate with a genuine Switch 2 upgrade.

The most common request is 60 FPS. Forum users consistently describe the current Switch version as locked around 30 FPS and argue that Switch 2 should be capable of a substantially smoother presentation. Higher resolution comes immediately behind it, particularly in docked mode where the visual compromises designed around the original 2017 Switch hardware become much easier to notice on a large display.

Players are not asking Blizzard to remake Diablo II again.

They mostly want the remake they already own to notice that the console underneath it changed.

The Four-Player Limit Is Becoming Just as Important as 60 FPS

Performance gets most of the attention, but the multiplayer restriction may actually be the more interesting problem. Diablo II was built around games supporting up to eight players, and that remains standard on PC, PlayStation and Xbox. Nintendo Switch has historically been the exception, limiting Battle.net games to four players.

Nintendo's current Switch listing still explicitly states online: 1–4 players. That has become particularly conspicuous because the publisher description for Diablo II: Resurrected – Infernal Edition proudly advertises “Eight Classes, Eight Players, Endless Replayability” and describes eight-player co-op in the general product copy.

Scroll down to the actual Nintendo Switch specifications and the number becomes four.

That is not necessarily a mistake. The promotional description covers Diablo II: Resurrected broadly across platforms, while the platform specifications describe what the Switch release actually supports. But it produces a slightly comic result where the same store page essentially says:

Eight players!

And then, several lines later:

Not here.

Switch 2 owners naturally want the newer hardware to remove that old limitation.

The Original Switch Is Now Part of the Complication

One argument in the August discussion is that increasing the Switch 2 player limit could create compatibility problems with the original Switch population. Diablo II: Resurrected is currently one Switch ecosystem product rather than two completely separate versions. If one machine supports four-player games while another suddenly supports eight, Blizzard would need to decide how matchmaking, lobbies and cross-generation multiplayer should behave.

That does not make an upgrade impossible. Games routinely provide enhanced graphics and frame rates on newer hardware while maintaining multiplayer compatibility with older systems. Eight-player lobbies are more complicated because they change actual game rules rather than simply how the client renders the world.

Some forum players therefore suggest separating the requests. Give Switch 2 the easier hardware-level improvements first — 60 FPS and higher resolution — while treating eight-player support and cross-play as larger networking features that may require more engineering.

That is probably the most realistic version of what players are asking for.

Unlocking a frame rate is not literally a magical one-line switch despite what every internet forum eventually claims, but it is still a very different project from rebuilding console multiplayer architecture.

Reign of the Warlock Made the Missing Upgrade More Noticeable

The timing is what makes the situation feel strange. Blizzard launched Reign of the Warlock on Nintendo Switch in February 2026 alongside the wider Diablo II expansion. The new content includes the Warlock class, expanded Terror Zones, the Colossal Ancients endgame encounter, new items and Rune Words, Chronicle progression, improved stash organization and a customizable loot filter.

That is not maintenance-mode content.

It is a substantial investment in Diablo II: Resurrected.

We have spent much of this month covering how dramatically the expansion continues to reshape the game, from Blizzard continuing to rebalance the Warlock's Bind Demon mechanics to players experimenting with the new Season 15 endgame and debating how shorter Ladder seasons fit a game still built around enormous long-term grinds.

The Switch version receives that new gameplay.

It just receives it through the same basic hardware profile designed for the original Switch.

That is why several players say they expected the expansion to be the obvious moment for a Switch 2 patch. If Blizzard was already updating the game across every platform, packaging an Infernal Edition and selling new DLC on Nintendo hardware, the absence of a hardware upgrade became much more visible.

Some Players Are Choosing Steam Deck Instead

The handheld comparison is unavoidable. One player in the current thread says they deliberately chose a Steam Deck instead of Switch 2 for Diablo II because they expected the Nintendo version to remain constrained by its original performance profile. Earlier Switch 2 discussions make the same comparison, with players saying Diablo II feels considerably smoother on Valve's handheld while still providing the portable experience they want.

That should probably concern Blizzard more than angry forum posts.

Diablo II: Resurrected is unusually well suited to portable play. Runs are short. Offline characters work beautifully on a train or sofa. Cross-progression allows Battle.net characters to move between supported platforms. The game's basic control scheme adapted surprisingly well to controllers.

The Switch was therefore one of the most natural homes Diablo II ever found.

Switch 2 should theoretically be an even better one.

Instead, some players with both options are choosing another handheld because Diablo II can actually use its hardware.

Cross-Progression Works — Cross-Play Still Does Not

Another recurring request is full cross-play. Diablo II: Resurrected already supports cross-progression through Battle.net, allowing players to access the same online characters across supported platforms when their accounts are linked. Nintendo highlighted that feature when the original Switch release launched in 2021.

Actual multiplayer remains platform-specific.

A player can level a Sorceress on PC, continue that character on Switch and then return to PC later, but the PC and Switch players cannot simply join the same game together. The four-player Switch limit further separates the platforms because PC and the other console versions support the traditional eight-player structure.

Some players now see Switch 2 as an opportunity to solve both problems at once: increase the player limit and introduce cross-play between modern platforms.

That is a significantly larger request than a performance patch, and Blizzard has announced nothing suggesting it is coming. But if Diablo II: Resurrected is going to continue receiving major paid content, the argument for bringing its fragmented multiplayer ecosystem closer together becomes stronger.

There Is No Announced Switch 2 Upgrade Yet

As of August 31, Blizzard has not announced a Switch 2-specific edition, performance patch or upgrade path for Diablo II: Resurrected. Nintendo's store currently treats the game as compatible Switch software, and Reign of the Warlock itself is likewise listed as Nintendo Switch content that can be used on Switch 2.

That is important because community discussions occasionally drift from “the hardware should be able to do this” into “Blizzard only needs to unlock it.” We do not know what internal work would actually be required. Diablo II: Resurrected's Switch renderer, memory targets, UI and networking were all built with the original hardware in mind. A stable 60 FPS target could require optimization work beyond simply changing a configuration value.

But players are not unreasonable for wondering why Blizzard has not even announced that such work is happening.

Nintendo explicitly supports developers releasing free updates or paid upgrade packs that improve existing Switch games on Switch 2. The infrastructure exists.

Diablo II simply has not used it.

BlizzCon Is Now the Obvious Place to Watch

The latest forum conversation repeatedly points toward BlizzCon, and the timing makes that speculation understandable. BlizzCon 2026 takes place September 12–13, less than two weeks after the current discussion.

Blizzard's official event page promises major announcements during the Opening Ceremony, although it does not currently promise a Diablo II presentation or a Switch 2 announcement. Diablo IV and Diablo Immortal are explicitly included among the event's hands-on games; Diablo II is not listed there.

So there is no evidence that a Switch 2 patch will be revealed at BlizzCon.

But if Blizzard intends to announce one anytime soon, the company's biggest event of the year would be the obvious stage.

That hope is also part of why players are bumping the discussion now rather than quietly accepting the current version. We are close enough to BlizzCon for “maybe they are saving it for the show” to remain believable.

For another couple of weeks, anyway.

The Minimum Upgrade Is Pretty Clear

If Blizzard does decide to revisit Diablo II on Switch 2, the community wish list has remained remarkably consistent for more than a year:

  • 60 FPS support
  • Higher rendering resolution
  • Eight-player online games
  • Optional graphical improvements
  • Cross-play
  • Better console UI and control options

Not all of those belong in the same category. Cross-play and eight-player networking are major feature requests. Mouse support, interface changes and local co-op would require additional design work.

But 60 FPS and a resolution bump are the things almost every Switch 2 thread agrees on.

Even players asking for nothing else generally want those two.

Console Players Have Already Had a Rough Year

The frustration is amplified because Diablo II's console versions have already gone through performance problems this year. PlayStation 5 players spent months dealing with severe offline hitching before Blizzard finally corrected it, an issue we covered when players confirmed that the long-running PS5 offline stutter had finally been fixed.

That episode demonstrated both sides of Blizzard's current relationship with console Diablo II.

The bad news: console-specific issues can remain around for a surprisingly long time.

The good news: Blizzard is still fixing them.

Switch 2 players are asking for the next step to be proactive rather than corrective. They do not want to wait for something to break. They want Blizzard to make use of hardware that is already sitting underneath the game.

Diablo II Has Become Too Active to Hide Behind “Legacy Game” Anymore

There was a period where asking for significant Diablo II: Resurrected platform work might have seemed unrealistic. The remaster had launched, received several major patches and gradually settled into predictable Ladder resets.

Reign of the Warlock changed that argument.

Blizzard added an eighth class to Diablo II.

That sentence still sounds slightly illegal.

Once the company crossed that line, a Switch 2 performance mode suddenly stopped sounding particularly radical.

Season 15 is also producing constant balance changes, new item discussions and endgame experimentation. The game is not frozen in amber. Blizzard is actively designing around it.

If Diablo II: Resurrected is important enough to receive new classes and paid expansions, it is difficult to argue that one of the largest current console platforms is too unimportant to deserve an optimized version.

For Now, Switch 2 Is the Better Hardware Running the Same Old Version

The current situation is not disastrous. Diablo II: Resurrected works on Switch 2. Reign of the Warlock is available. Cross-progression remains useful. Players can take modern Diablo II with them anywhere, which would still have sounded like witchcraft when Lord of Destruction launched.

But backward compatibility and optimization are not the same thing.

Switch 2 owners have spent more than a year asking Blizzard to close that gap. The August thread shows they have not stopped, and with BlizzCon now approaching, expectations are starting to rise again.

Maybe Blizzard has a Switch 2 patch waiting behind the curtain.

Maybe Sanctuary will remain at 30 FPS and four-player parties for another year.

Either way, the community's request is no longer complicated:

The Warlock has arrived.

Now unlock the frames.

Sources

Diablo II: Resurrected Forums: Nintendo Switch 2 Upgrade — August 2026

Diablo II: Resurrected Forums: Long-Running Nintendo Switch 2 Patch Discussion

Nintendo: Diablo II: Resurrected Switch and Switch 2 Compatibility

Nintendo: Diablo II: Resurrected – Infernal Edition

Blizzard: BlizzCon 2026 Event Information

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