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.

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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.

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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.

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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.

```

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.

```

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.

```

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.

```

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.

```

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.

```

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

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