Lord of Hatred, the second expansion of Diablo 4, received much praise from the community. One season later, players find the most important aspect of the ARPG to be regressive.
The expansion “Lord of Hatred” was released at the end of April 2026 alongside Season 13 and brought new content to Diablo 4, including:
- The Horadrim Cube, where you can customize, modify, and craft gear, keys, socketed items, and talisman spells.
- War Plans – basically a “playlist” for your endgame activities
- Talisman spells including set bonuses
- Two new classes (Warlock and Paladin) and a new region.
Especially the Horadrim Cube is well-received, as it offers flexibility in crafting and helps with targeted farming of strong items. Players enjoyed experimenting with the recipes of the cube and creating strong items. Itemization seemed to be on a good path.
What was then destroyed? At the end of June 2026, Season 14 brought “Mythic 3.0” to Diablo 4. “Mythic” was thus no longer a rarity level, but a variable item quality. This increased the pool of Mythics and provided them with random values, which, according to many players, noticeably worsened itemization.
While the Horadrim Cube allowed much flexibility, the new system devalued the “iconic” Mythics, players criticize on Reddit. The gameplay shifted again to farming the same Mythics or crafting them and hoping for RNG, leading to monotony and less diversity in builds.
“I basically want to return to Season 13”
Even the Diablo expert wudijo analyzed the system on the PTR for Season 15 in a YouTube video. Since “Mythic 3.0” remains part of the base game, he calls for a rework. His criticisms:
- The line between Mythic items and normal Uniques blurs, as Uniques can be upgraded to Mythics and Mythics exist in non-mythic versions. And legendary items generally lose value.
- The identity of Mythics has basically been dissolved over the last seasons with this new system.
- The system eliminates build crafting, decision-making in builds, and build variations, which is boring and uncreative as almost all builds use the same items. While most builds previously used the same 3 to 4 items, it’s now 5 to 6.
- As some values on Mythics are random, one has to farm many versions or roll values until the item fits the build.
- One sits in the “eternal boss prison” to farm Mythics, as they simply drop too rarely outside of it.
- Generally, the dopamine kick is missing when literally every item can drop in a mythic version. Before, a mythic ring dropped, and you knew it was the “Ring of the Starless Sky.” That feeling is missing now, as it can be basically any unique ring.
The expert’s conclusion is that loot simply doesn’t feel fun anymore, as the dopamine kick is lacking. He would basically like to return to Season 13, prior to “Mythic 3.0”.
In his opinion, the drop rates for Mythics outside of boss fights should be increased to free players from the “boss prison.” Iconic Mythics, which have been underutilized so far, should be improved to make them more exciting and build-defining.
He also criticizes the 30% bonus from Mythics. Since mythic items already have guaranteed max rolls on all stats, that is sufficient to make them valuable without completely devaluing normal Uniques.
What do you think about the current itemization in Diablo 4? Do you wish for the state of Season 13 before “Mythic 3.0” back, or does the new system work for you? Feel free to share your opinion in the comments!
Season 15 is expected to start on September 15, 2026, bringing fresh content to the ARPG. This includes some old legendary items that were previously available in the predecessors. One of them is a ring that is likely to trigger some nasty flashbacks for veterans among you.
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