
Game intel
Diablo IV
Endless demons to slaughter. Deep customization through Talents, Skill Points, Runes, and Legendary loot. Randomized dungeons contained in a dynamic open world…
Blizzard previewed Season 11 alongside long-term plans for Diablo IV, and for the first time in a while, it sounds like more than another seasonal reskin. The headline for me isn’t just new defensive math or faster spiders-it’s the studio openly talking about Solo Self-Found (SSF), tougher Torment tiers, Tower-based leaderboards, and a long-overdue skill tree overhaul. After a year of seasonal rinse-and-repeat, that combination finally hints at a real endgame identity for D4.
This caught my attention because SSF has been the missing line in the sand since launch. With the Tower bringing back leaderboards, the specter of RMT and trade-fueled gear checks was always going to loom over “world first” clears. SSF gives players a clean lane to prove skill and routing without a credit-card asterisk. That’s how I ended up playing most of my Diablo 3 heroes, and having an in-game marker instead of “trust me, bro” self-restrictions changes the vibe completely.
Blizzard’s Zavin Haroutunian didn’t promise a date—just that SSF is being actively discussed and won’t be in Season 11. Fine. I’d rather they nail the ruleset than rush it. If they do it, it needs to be airtight: no party play, no trading, no item mailing, no seasonal loopholes, and clear, separate leaderboards. If the Tower ends up as the competitive hub, SSF is the credibility badge that keeps the race from turning into a wallet contest.
Season 11 itself is more about foundations: a defensive system overhaul, faster and more accurate enemies, and the return of capstone dungeons as friction points instead of a straight shot to blasting. You’ll also start with a single skill point again rather than claiming a chunk if you’ve played before. That early-game sting is good; progression should matter in an ARPG.

I’m into the monster reworks because D4’s elites often blurred into stat sticks. Promoting weird enemies—like the tiny spider swarms—into elites changes the encounter texture. Turn their twitchy attack cadence into a tankier threat and suddenly positioning, crowd control, and target priority matter again. That’s the kind of micro-drama Diablo fights need: more “oh no” moments, fewer sponges.
The Tower as a modular, reactive mode is also smart. Blizzard can tweak it without wrecking The Pit, which has been the only competitive pressure valve. If they use the Tower to test modifiers, boss rotations, and class challenges, the game gets a sandpit for balance experiments instead of surgery on live organs every patch.
Blizzard candidly said more Torment tiers are on the table, and that the defensive overhaul is meant to keep scaling from becoming miserable. Good. The last thing anyone wants is doubling Torments while resistances and armor keep knifing you from orbit. But harder Torments can’t just be bigger numbers—they need mechanics that reward mastery: cleaner telegraphs, nastier affix combos, and reasons to invest in mitigation that isn’t purely mandatory.

If the plan is “add Torments forever,” the loop will collapse under power creep. The hope is that the Tower plus SSF give Blizzard a place to gatekeep challenge properly while letting the campaign and open-world stay accessible.
Colin Finer admitted what most of us have felt: D4’s skill tree doesn’t build enough build. It’s serviceable, not inspiring. Major updates are “on the horizon,” and while Blizzard isn’t going back to D3’s rune system, the message is clear—they want broader build foundations and more interaction depth. Good. Right now too many builds solve with the same handful of multipliers and the same late-game stat checks.
Even better, they want to legitimize support (ZDPS-style) roles again. At launch, the team was skittish about forcing multiplayer, which sanded off a lot of group synergy. But ARPGs thrive when parties have jobs: the puller, the buffer, the curse bot, the boss melter. If D4 can make support builds fun without making them mandatory, four-player endgame will stop feeling like four soloists politely sharing a map.

I’m cautiously optimistic. Blizzard is saying the right things: protect competitive play with SSF, make difficulty meaningful, give us a skill tree worth debating in Discord at 2 a.m. But promises don’t slay bosses. The execution needs: airtight SSF rules, Tower leaderboards split by SSF/non-SSF and mode, and a skill tree revamp that creates new cores—not just more conditional multipliers. Above all, please stop tearing up itemization every other season. Iterate in the Tower, stabilize the rest.
Season 11 tightens Diablo IV’s fundamentals while Blizzard tees up bigger swings: SSF, harder Torments, Tower leaderboards, a meaningful skill-tree overhaul, and real support builds. If they deliver clean SSF and smarter difficulty—not just bigger numbers—D4 might finally lock in an endgame worth grinding.
Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.
Ultimate Gaming Strategy Guide + Weekly Pro Tips