Duskforge
BlizzCon 2026 LIVE
Editorial

Season 14 got a lot right, which is exactly why these 6 problems keep coming up

These six fixes would turn a fine Season 15 into a great one.

The Diablo 4 S14 logo over a Sanctuary town backdrop of Temis, surrounded by four glowing cyan skeletal spirits, with the Diablo IV wordmark below.

Season 14 of Diablo 4 is entering its final weeks. The in-game Reliquary timer currently shows a mid-September date for the seasonal reset, although Blizzard has not announced the official Season 15 start. With BlizzCon happening on September 12 and 13, however, we should soon learn much more about the upcoming season. This also means that we will know more about what is coming next, only a few days before the next season should launch.

Season of Death Awakening had many good additions. Pandemonium Ruptures gave the season a fun and partially nostalgic theme (for anyone who previously played Diablo 3), Solo Self Found added a new way to play, and Mythic Uniques 3.0 opened more gearing options. But the same six problems have continued to appear across community discussions.

Mythic Uniques 3.0 Made Everything Else Feel a Little Worse

Mythic Uniques 3.0 allowed every Unique to drop or be crafted as a Mythic-quality version. That expanded the loot pool quite a bit, but it also made finding a specific Iconic Mythic much harder.

The Horadric Cube in Diablo 4 with the Upgrade to Mythic recipe selected, its tooltip describing a random Mythic of the same item slot.

The Horadric Cube added another frustrating part on top. Upgrading a Unique currently gives you a random Mythic from the same equipment slot, rather than improving the item placed into the Cube. A good item can disappear and leave you with something that does not fit your build.

Blizzard has already confirmed changes to how this system works in Diablo 4. The Season 15 PTR introduced a direct Mythic upgrade that keeps the original item, affixes, Tempering, and Masterworking. PTR features can still change, of course, but this would make the crafting path much more reliable. Iconic Mythic targeting could still use more attention, though.

The Season 15 PTR Horadric Cube with the Upgrade to Mythic recipe, its tooltip stating it transmutes an Ancestral Unique into a Mythic while retaining all existing item properties.

Penitent Has Become a Gear Wall

In Diablo 4, the transition from Penitent into Torment is still one of the worst parts of seasonal progression for most casual players. Your build is not fully done, but the gear needed to complete it can feel locked behind content that the current version cannot comfortably clear.

The result is an awkward loop. You need better gear to enter Torment, but Penitent is not consistently giving you the upgrades required to get there.

Season 15 will make regular Unique versions of Iconic Mythics easier to obtain earlier in progression, which should reduce the time spent using odd “in between” builds. That helps, but the overall loot situation between early game and Torment still needs work.

Endgame Activities Feel Too Similar

Diablo 4 has Nightmare Dungeons, the Pit, Towers, Helltides, boss ladders, and seasonal activities. The list is long, but too much of it feels like the same basic pattern of clearing enemies, defeating a boss, and opening another reward chest.

The Season 15 PTR War Plans screen with a completed Greater Helltide Harvest objective, beside a Druid with werewolves in a town.

Season 14’s Pandemonium Ruptures are a good example. Realmwalkers and Deathtoll Chambers give the season its own activity, but there is almost no reason to keep doing them once their rewards are no longer useful.

On the PTR, Season 15 Challenge Dungeons had selectable difficulty with better rewards at higher levels. The idea itself is good, but every endgame activity needs its own reward identity and a clear, “easy-to-understand” reason to return to it.

Geared Characters Need Another Goal

Once the Season Rank (previously known as “Season Journey”) is complete and a build can handle the highest Torment levels of Diablo 4, the remaining goal is usually pushing higher Pit tiers or the Tower for leaderboard placement. That works for players who enjoy testing damage and survivability, but the experience eventually becomes the same challenge with larger numbers.

The Diablo 4 Season 14 Barbarian Normal Pit leaderboard, showing an example of top 10 ranked players with their Pit tier, clear time, and date.

Path of Exile’s Delve feature is often used as a comparison because the risk and rewards increase as you travel deeper. Diablo 4 does not need to copy that system, but it could use a long-term activity where continued progression changes more than just how much health the enemy has.

If Diablo 4 were to receive a stronger endgame grind incentive, it would give geared characters something meaningful to pursue after the usual seasonal goals are complete.

Too Many Builds Are Falling Behind

Class balance continues to be a rather significant point of discussion throughout Season 14 and the Season 15 PTR. The problem is not limited to one overpowered class, but rather the gap between the strongest build and the remaining options can be too large within the same class.

Sorcerer and Paladin feedback has been particularly intense after the S15 PTR of Diablo 4, with Firewall repeatedly described as the only dependable Sorcerer option for the hardest content. Warlock has been much stronger in PTR testing, which was definitely needed, but unfortunately that does not solve the limited choices elsewhere.

In an ideal situation, Season 15 should bring weaker classes and builds closer to the top. Build variety is at its best when each class has multiple reliable paths through the endgame, rather than one option that feels required.

Solo Self Found Needs Better Incentives

Solo Self Found was one of the best additions in Season 14. It has separate leaderboards and gives solo progression its own identity, but it also showed that there is a not-so-insignificant gap between the efficiency of solo and group play.

SSF does not provide extra loot, materials, or experience to make up for the loss of trading and party bonuses, and it also locks you out of co-op activities like the Dark Citadel. Playing in a group still means faster clears, and each additional party member gives a Lair Boss a 33% chance to drop another Unique from its pool.

The point is that SSF does not need to be easier, but its rewards should better reflect the restrictions. Choosing the solo mode should feel like a complete way to play, not a challenge that also removes content and efficient gearing just because you do not want to party up with other Diablo 4 players.

Season 15 Has Promise

The Season 15 PTR had Legacy Uniques, Soul Splinters, Challenge Dungeons, Rebirth, and a much better Mythic upgrade path. Blizzard also confirmed that part of the season was kept out of the test so it could share more at BlizzCon, which means there is a lot more room for further improvements and changes that we are completely unaware of before release.

The Diablo 4 Lord of Hatred character creation Finalize screen showing the Rebirth option, with Seasonal, Solo Self-Found, and Hardcore toggles, marked In Development Content Not Final.

If Season 15 can improve gearing progression, give endgame activities better or at least clearer identities, expand build variety, and close the solo-group gap, it could fix a lot of the problems that held Season 14 back.

Which of these should Blizzard address first, though? Are there any other problems or features that you would rather see fixed or added to Diablo 4 instead?