
Diablo 4’s Season 11 feels like the best the game has ever been, and while I’m cautiously optimistic, I’m also worried about how the 2026 expansion might change things. We’ve been excited before, but this current state truly feels different, and I hope the expansion doesn’t disrupt the current balance.
Season 11 of Diablo 4 is proving to be a hit, attracting many players and, crucially, keeping them engaged. The new Paladin class, combined with more diverse things to do at the endgame – like new bosses and the soon-to-be-released Tower – seems to have stabilized the game and made it more appealing.
After more than two years of changes and adjustments, and a period of uncertainty about its direction, Diablo 4 has finally found its own unique feel. The game’s systems work well together, character progression is rewarding, and finding new loot is genuinely thrilling. I can say this honestly – even though I got lucky with some rare items early in the season! Blizzard has successfully established a clear vision for what Diablo 4 should be as an action RPG.
This naturally makes me cautious about the upcoming Lord of Hatred expansion, scheduled for April 28, 2026. With such a big change on the way, I worry we might go from people thinking “Diablo 4 is good” back to a less positive sentiment.
Everything I’ve loved about Season 11

The Paladin is currently the strongest class, and it’s incredibly enjoyable to play. Its power is likely too high and will probably be reduced in future updates, specifically the scaling from its ‘Castle’ paragon node which is significantly overpowered. However, right now, it’s clearly the best choice for players focused on maximizing their performance.
Unlike the issues with Spiritborn at its release, where game-breaking bugs ruined the experience for many players, the Paladin’s current strength seems deliberate. Simple adjustments to its numbers could balance it for the next season without fundamentally changing how it plays.
The Paladin class has been a huge success, even bringing back players who had stopped playing. It finally gives fans the classic sword-and-shield style they’ve always wanted. What’s great is that it looks fantastic and lets you customize your character in many different ways, so you’re not stuck with just one way to play. I’m honestly having a lot of fun with it, which I didn’t expect!
I never really enjoyed the Paladin class in Diablo 2, and I rarely played the Crusader in Diablo 3. However, I’m really loving the Paladin in Diablo 4. While I thought Spiritborn was a neat idea, it didn’t really stick with me. But I’m completely obsessed with the Hammer Tornado build right now, and I don’t think that will change anytime soon.
Looking at the bigger picture, the Paladin class really enhances the overall enjoyable experience. Crafting is genuinely fun now, and the ‘Sanctification’ system has transformed what could have been a temporary event into a captivating long-term goal – I hope it stays in the game permanently. With the removal of random elements from Tempering, achieving a perfect Sanctification is now the ultimate challenge.
Crafting feels more engaging now because you really work with an item – upgrading its stats, adding sockets, and perfecting it – before you finalize it with Sanctification. Honestly, any problems I’ve had were my own fault – like accidentally Sanctifying something before I finished customizing it. I’ve definitely had moments of realizing, ‘Oh no, I forgot to add a socket!’ or ‘I didn’t temper this yet!’
I really appreciate how definitive the system feels. It’s not just about slowly improving your character; sanctification is a chance for something truly amazing that people will want to share. Seeing players repeatedly get lucky with powerful items – even if it’s rare – creates a sense of possibility and excitement that the game was missing. I might not experience that incredible luck myself, but it’s great knowing it *could* happen.

Divine Gifts has solved a common problem in the game: players feeling forced to repeat the same activity. Now, you’re rewarded for trying all aspects of the game, making things like Pits, lair bosses, Helltides, and Undercity runs feel worthwhile.
Even if you don’t get the items you’re hoping for, you’re still making progress with your Divine Gifts. They do progress quite slowly, but that probably encourages players to keep playing. Blizzard also surprised everyone with a hidden, incredibly difficult boss fight, letting the community discover it themselves.
This hidden challenge in Uber Diablo is like a classic gaming Easter egg hunt, and it’s a fantastic addition to the game. Unlike many updates, the developers didn’t over-explain it – players have to discover rare items and figure out how to unlock it themselves. I’ve already found one of the necessary components, and that mystery is what’s keeping me hooked.
This game is truly inspiring and enjoyable, avoiding the feeling of being a grind. It demonstrates that the Diablo series shines when it doesn’t try to make everything instantly available to all players.
Vessel of Hatred played it a little too safe

This makes me think about expansions again. *Vessel of Hatred* didn’t really make a big impact. While Runes and Mercenaries are okay, they don’t fundamentally change the endgame experience. You can choose to use them, or, like me, often ignore them until a specific quest requires it.
Looking back, it seems Blizzard deliberately held back on fully revealing Mephisto’s story. They wanted to stretch his arc out, which resulted in a disappointing conclusion with the Vessel update, but they’re aiming for a much more significant showdown in the upcoming Lord of Hatred expansion this April. Previous Diablo expansions, like Lord of Destruction and Reaper of Souls, have always dramatically changed the game, and this one looks to continue that tradition.
The ‘Vessel of Hatred’ expansion wasn’t as radical as some expected because Blizzard was focused on regaining player trust and fixing fundamental game issues. However, ‘Lord of Hatred’ is looking to be much more ambitious. When a game becomes truly excellent, major changes can be a little scary! ‘Lord of Hatred’ promises to be a game-changer, and its impact could be significant, both positively and negatively.
It looks like the upcoming Lord of Hatred expansion is going to be a huge update, not just a simple addition of new areas. They’re completely reworking the skill trees for every class and making significant improvements to the endgame content. We can also expect features like War Plans, Echoing Hatred gauntlets, and, thankfully, loot filters!
I’m really intrigued by the upcoming changes! The Horadric Cube is back and central to crafting, the level cap is increasing again, and there’s even a brand new class being added. It feels like how we improve our characters is changing too, which is exciting. Still, I’m trying to stay cautiously optimistic and wait to see how it all plays out before getting too carried away.
When a game finally reaches this kind of equilibrium, sweeping changes become a massive gamble.
Diablo 4 is finally hitting its stride. The different game systems now work well together, and the seasonal content actually improves the core game instead of pulling focus. We’re enjoying the current mechanics so much—especially Sanctification—that we hope Blizzard keeps them around permanently!
Finding better gear is exciting without feeling like a grind, and the game now respects how much time players want to invest – unless you’re aiming for the very highest levels, which I’ve stopped pursuing for now. Once a game finds this sweet spot, making big changes is a risky move.
The upcoming Lord of Hatred expansion has the potential to make Diablo 4 even better, and I’m hoping it does just that. However, it could also disrupt the game’s current enjoyable cycle. There’s a danger that adding too many interconnected features might overwhelm players with options or make the game unnecessarily complicated.
It’s unclear how the Horadric Cube will change the current game strategies. The new set bonuses also make us wonder how they’ll impact the way players collect gear. Season 11 has finally created a really smooth and enjoyable gameplay experience, and it’s hard to predict how these changes will affect that.
Excited? Absolutely — Confident? Not quite.

I’m not saying I’m worried about the upcoming Lord of Hatred. I’m just a bit more reserved in my excitement than I was before Vessel of Hatred came out – I was really hyped then, but now I’m taking a more cautious approach.
Diablo 4’s recent Season 11 has really improved player satisfaction, and I hope Blizzard continues that momentum into next year. I especially appreciate that they’re letting players uncover new content themselves, rather than revealing everything in patch notes.
I hope the team keeps up this positive progress. However, they face a big challenge, as the game will be compared to Season 11, which was the best we’ve ever offered. We don’t need to start over from scratch anymore; we’ve already gone through major improvements with updates like Loot Reborn and Crafting Reborn.
The next steps need to build on this foundation carefully, avoiding major disruptions. If Blizzard succeeds, the upcoming content could define Diablo 4 for years to come, much like Reaper of Souls did for Diablo 3, revitalizing the game and its player base.

We’re curious to hear from you! How are you enjoying Season 11? Did you return to the game because of the Paladin, or have you been playing consistently since the season began? Also, what are your thoughts on the upcoming changes in April? Are you excited about the Skill Tree updates and the return of the Cube, or do you think these additions might make the game too complicated?
Drop a comment below. I’d love to hear if I’m the only one feeling this nervous excitement.
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2025-12-29 20:11