Diablo 4’s Season 8 has arrived, and responses have been quite varied. Many players are appreciating the novel lair bosses, but the fresh Reliquary battle pass, the method for seasonal rewards, and the overall design of seasons are facing close examination and criticism.
In the realm of Action Role-Playing Games (ARPG), Diablo 4 now faces stiffer competition from emerging titles like Last Epoch and Path of Exile 2. This poses a strategic dilemma for Blizzard Entertainment: should they mimic successful elements from other games, or chart a unique course for Diablo 4’s development.
Prior to the release of Season 8, I had a chat with Deric Nunez and Colin Finer from Blizzard Entertainment to gain insights into how the seasonal model for Diablo 4 has progressed, as well as the guiding principles that will lead Blizzard towards the next significant expansion of Diablo 4.
On Season 8, lair bosses, and the seasonal model
In the eighth season, Belial, a character previously encountered in Diablo 3, takes on the role as the main antagonist. Known as the Lord of Lies, he was a significant adversary in the previous game and is a protege of Mephisto, the primary evil force in Diablo 4. The reappearance of Belial signals an intensification of the chaos that Mephisto has been causing, following his reemergence into Sanctuary during the events depicted in Vessel of Hatred.
As Deric Nunez, Lead Seasons Designer, elaborates, this unfolds as an extension of the Era of Malice, which intensified following the occurrences of the Vessel of Hatred. Mephisto is currently strolling through Sanctuary in human guise, serving as a clever diversion for Belial who has been lurking in the shadows, patiently waiting.
In an open-world setting, Belial appears prominently, not just as a regular activity participant, but also as a significant update to the Lair Boss within an enhanced boss hierarchy. I sought insights from Blizzard on how the strategy for these Lair Bosses has progressed since their initial debut in the original game.
According to Nunez, Season 8 represents a chance for us to strengthen and polish the core aspects of our major endgame features. There’s a significant revamp planned for the Lair Boss system, not just the addition of new bosses like Belial, the Harbinger of Hatred, or Urivar, but also enhancing the overall user experience of the feature. Our goal is to position it more prominently among other endgame activities, largely due to a shift in resources. We aim to increase the rate at which players interact with bosses.
Some gamers have voiced concerns about Diablo 4’s campaign journey and boss fights being overly simplistic, while others feel that earning rewards such as the seasonal pet has become excessively laborious. I inquired about Blizzard’s strategy for striking a balance between challenge and user-friendliness, considering that games like Path of Exile 2 are delving into increasing difficulty levels to engage players.
According to Colin Finer, Lead Systems Designer, our goal is to re-embrace the core Diablo experience, which revolves around progressing and leveling up to battle formidable enemies for valuable rewards. As we initially introduced lair bosses, there was a thrilling climb as players faced increasingly tougher opponents. However, by Season 7, we feel that this journey has been somewhat lost due to player power and economic growth on the boss material side. Our aim for Season 8 is to refocus on lair bosses. By removing economic costs, we can increase the difficulty level, allowing players to challenge themselves whenever they choose.

In hopes of recapturing the exhilaration you felt during Season 2, perhaps you can score a surprise kill early on in your Torment challenge. We’re fine with players eventually being able to defeat bosses in one hit, but the path leading up to that should be rewarding. Diablo is a game about power fantasies, and that’s why we offer such extreme manifestations of power in Season 8: acquiring powers directly from bosses and becoming ‘the boss.’ You can rise to godhood! What we aim to avoid is the situation where you effortlessly defeat a boss like Duriel at the start of Torment, and acquire his loot with minimal effort – that’s not the experience we’re after.
I notice that Colin Finer and Deric Nunez are grappling with the delicate task of striking a balance between risk and potential gain, seeking that optimal equilibrium. Moreover, their aim is to devise methods for repurposing outdated equipment, be it through resourceful means or by introducing supplementary stat rolls.
Our aim is to make playing Diablo a satisfying and rewarding journey for everyone. We don’t want players to feel like they’re not getting anything in return if everything dies too quickly. At the same time, we don’t want it to be excessively difficult that it becomes a chore. It’s crucial for us to strike the right balance, making the challenges just tough enough so that the rewards are delightful, but not so hard that they become insignificant.
In Diablo 4, we aim to simplify the gameplay by making it easier to identify when an item is an upgrade for you. We don’t want you spending a lot of mental effort sorting through loot to determine what’s beneficial or not. To achieve this, we phase out certain rarities as part of your character’s progression journey. As you grow stronger, some loot will become less relevant to you.
One question we haven’t quite figured out is what becomes of the scarcities when they eventually become obsolete. Ideally, in the future, we’d like objects to transform into salvage once they lose their usefulness to you, which can then be used to enhance more potent loot or even increase chances for better stats.
On meta progression, seasonal rewards, and the future

One common request among Diablo 4 content creators is an improvement in rewards, either through a system that offers account-wide progression across seasons or features like the Battle Pass. The new reliquary system was developed to let players choose their own rewards, but some have pointed out that it appears to contain fewer items than the previous battle pass track. I posed questions to the team about how they are adapting their philosophy for the game’s battle pass and hinting at future developments in more enduring progression systems.
Finer states that they are considering adding more long-term progression to make playing a season feel more significant. In Vessel of Hatred, they implemented a change where Paragon levels carry over into Eternal, which could be seen as a type of meta progression tracking system.
In my opinion, the seasonal approach is beneficial for players who haven’t played in a while as it allows everyone to begin anew without worrying about their old characters or equipment. This way, they can start fresh.
One aspect I find troubling about Diablo 4’s development is the heavy reliance on microtransactions for rewards instead of earning them through gameplay. Initially, Blizzard aimed to make the higher difficulty levels (Torment) more challenging and placed some enticing rewards at those levels. However, after receiving feedback from fans, they adjusted their approach. The team stresses that player input influences their decisions, but there are boundaries to this flexibility.
I’m worried about the excessive use of microtransactions for rewards in Diablo 4, rather than earning them by playing. Blizzard intended to make higher difficulty levels tougher and put exciting rewards in those zones, but they changed their minds after hearing player feedback. The team says that our opinions guide their decisions, but there are certain limits to this.
In this new season, we’ve packed an abundance of fantastic features! Remember our first flying pet, Dorian, in the previous season as part of the adventure? Well, this time around, we have Iris the cat as our aspirational reward. We believe it’s exciting to have goals to strive for within the game, and Iris represents one such goal. However, finding that balance between challenging goals and making the experience enjoyable for all players can be tricky. Some players feel disappointed if it’s not difficult enough, while others find it inaccessible if it’s too hard. To gauge the community’s thoughts on these matters, we turn to your valuable feedback. We’re willing to adjust aspects like moving Iris from Chapter VII to Chapter VI of the season journey based on your opinions.

As a fan of World of Warcraft, I was curious to find out if the new layer of the Vessel of Hatred raid had any potential upgrades in store, while also mentioning the mysterious timeline for the release of Diablo 4.
We’re thrilled about introducing a novel element in Vessel of Hatred, something not typically seen in the main series. We’re currently analyzing player responses to ensure our efforts towards raids and other content are well-placed. Our plan includes enhancing nightmare dungeons and infernal horde systems, focusing on the core elements that fans cherish.
I made an attempt to elicit some clues regarding the Paladin class or fresh attributes in Diablo 4’s expansion for next year, but the Blizzard team remained tight-lipped about it. However, they did express that there is still a lot of untapped potential in Diablo 4, which is particularly relevant as competition from other Action Role Playing Games (ARPGs) starts to increase.
It’s clear that Diablo 4 is bursting with unrealized potential, and I must say, Season 8 is brimming with exciting features such as new lair bosses, customized move sets for these bosses, and enhancements for a smoother gaming experience. We’re eagerly anticipating the upcoming expansion in 2026, which we believe players will find captivating. I concur that there are countless opportunities to provide even more engaging content for gamers, and there’s definitely more to look forward to!
Appreciation goes out to Colin Finer and Deric Nunez for addressing our queries – looking forward to meeting up with both of them at Sanctuary!
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2025-05-03 17:10