
Quin69: Is Diablo 4 Saved or Still Bad? Season 2 Take
- Some W’s: faster horse, functional resists, small dungeon/backtrack fixes.
- Itemization feels worse—damage stats homogenized, crafting pointless, stash/aspects clunky.
- Endgame bosses are trivial; game balance too easy, needs difficulty and SSF flag.
Quin runs through Diablo 4’s Season 2, opening with a few genuine improvements but quickly drilling into why the game still feels mid. He argues itemization regressed, endgame lacks teeth, and systems like aspects and storage create busywork.
He proposes ARPG-style solutions: more build-specific OP rolls, meaningful crafting, real difficulty tuning, and player-choice endgame akin to a simplified PoE map experience.
What’s in the video
- Quality-of-life W’s: faster, less buggy horse; resistances now functional but not perfect.
- Season 2 itemization homogenizes damage; vulnerable/crit bonuses feel like bland additive stats.
- Min-max thrill is gone; needs build-specific, overpowered rolls that create jackpot drops.
- Crafting is negligible; even with fixes it’s moot while items remain uninspiring.
- White/blue items feel useless; add proper loot filters to hide obsolete tiers and low ilvls.
- New boss ladder is trivial; hardest versions “fall over,” leaving no endgame pressure.
- Don’t lock key boss mats behind group content; add an SSF flag to avoid feeling punished.
- Vampiric powers are class-agnostic but not build-defining; upgrade UI is tedious.
- Nightmare dungeons need a redesign toward player-driven opportunity cost and map juicing.
- Aspects/stash management is chorey; store best-found aspects in a codex or add tabs.
Receipts
“Is Diablo 4 bad or is it good… let’s get straight into it.”
“Resists… they made it functional. Is it perfect? No.”
“The bosses are all just completely trivial… they really do just fall over.”
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