At the start of Diablo 4 Season 10, Soulspires became one of the least popular Infernal Horde bonuses, and for good reason. Blizzard changed how they worked, forcing players to kill enemies inside the spire’s circle instead of simply near it.
That might sound fine on paper, but in practice it was a pain. Ranged players constantly missed credit for kills, enemies would wander out of range, and multiplayer runs turned into messy, frustrating chaos. Soulspires quickly went from a cool idea to a mechanic everyone avoided.
Blizzard’s Season 10 Fix
In the latest patch, Blizzard pushed a few Soulspire improvements aimed at making them fun and functional again. In case you missed it, here is what changed:
- Spire radius increased – kills now count from farther away.
- Monsters spawn inside the spire’s range (no more waiting for them to walk in).
- Bigger Aether rewards and some bonuses now apply multiplicatively.
- New Boons
- Spires can now pull enemies (and the player) into range.
- Spires spawn less often, but give 2.5x Aether when they do.
Testing the New Spires
YouTuber MacroBioBoi put the new system to the test with six full 10-wave Infernal Horde runs, using a Bone Spirit Necromancer build. You can check out the video here:
Here is what he found:
- ~3.9 Soulspires per wave, about 39 total per run
- Roughly 1,200 Aether earned, matching top-tier normal runs
- Aetheric Masses synergize extremely well, spawning extra Spires
- The multiplicative boon combo can snowball hard in later waves
After weeks of frustration, Soulspires are finally good enough to pick again, especially if you enjoy experimenting with off-meta builds or boons. They are not the best option, but they also no longer ruin your run.
You will not break records, but you will at least have fun doing it, and for Infernal Hordes, that is a huge step up from where we started!