
Quin Reacts: Raxx’s “State of Diablo 4 — Season 2”
- Agrees on big QoL wins (mount speed, stash search, target farming) but says the game remains too easy.
- Claims endgame lacks purpose; wants real aspirational bosses and progression goals.
- Asks for loot filter, better keybinds (Tree port/reset), and account-wide seasonal powers.
Quin watches Raxxanterax’s Season 2 breakdown and largely echoes the positives—faster traversal, Renown carryover, improved Overworld rewards—while pushing back on “make it easy for casuals.” He argues D4 needs challenge spikes and meaningful tests of a finished build.
The core critique: there’s no coherent, goal-driven endgame loop; Nightmare Dungeons feel like chores, not strategy. Quin rattles off practical fixes (teleport keybind to Tree, add a Jeweler there, real loot filters) and calls for bolder uniques and account-wide seasonal power leveling. :contentReference[oaicite:0]{index=0} :contentReference[oaicite:1]{index=1}
What’s in the video
- Season 2 traversal and Overworld rewards are big upgrades, but challenge is still lacking.
- Nightmare Dungeons don’t ladder into higher goals; they’re “map-light” with little strategy.
- World/uber bosses die too fast; needs telegraphed one-shots and real aspirational checks.
- Tree of Whispers QoL: add a Jeweler and a direct keybind/emote to teleport there.
- Inventory pain remains; auto-salvage helps but a configurable loot filter is necessary.
- Vampiric power UI is click-heavy; make upgrades rapid and account-wide across characters.
- Gold rewards are over-concentrated in Whispers; smooth payouts across activities.
- Reduce dungeon “fetch” objectives; if puzzles stay, make them real, not errands.
- Itemization: create bold uniques that transform playstyles, not small stat nudges.
- Leveling pace ok, but resource starvation early on (Barb/Druid) isn’t fun progression.
Receipts
“add a jeweler to the tree of Whispers”
“too many clicks that’s terrible”
“Diablo 4 does not have an end game”
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