When Dark Citadel launched with Vessel of Hatred, it felt like something completely new for Diablo 4. Real mechanics. Actual coordination. Boss fights you could not just delete in three seconds.
And yet, after all this time, almost nobody runs it.
Now, as we move closer to Lord of Hatred, the Citadel feels less like core endgame content and more like a forgotten side experiment. A lot of players feel like this is really weird because the content itself is not bad. It is actually really good, but the problem is that there is just no reason to do it.
The Content Is Really Good
If you have run Dark Citadel at least once, you probably noticed something immediately! You cannot just faceroll it. There are mechanics, split objectives, and phases that require communication. It is the closest Diablo 4 has come to something that resembles a proper raid encounter. On top of that, the bosses are really cool, and the fights really show that a ton of effort has been put into designing them.
For some players, that is exactly what they wanted. But for most, it stops there. They do it once. Maybe once per season for fun. Then they move on. Not because it is terrible, but because it is not worth it.
The Forced Grouping Problem
The number one complaint is not even about difficulty. It is about access. Dark Citadel is group-only content in a game that is overwhelmingly played solo. It is not an MMO, and a lot of players do not want to be forced into group content.
Many players in some discussions on Reddit say the same thing: they would try it more often if it could be done solo. Or at least if matchmaking was seamless and active.
Instead, you either:
- Convince friends to run it
- Use party finder and hope for the best
- Or just do not bother
And that is one of the main issues that kills participation.
Some hardcore players do not want to risk their character with random teammates. Others simply do not want MMO-style obligations in an ARPG. Console players point out the lack of proper local co-op support. And plenty of solo players just refuse to engage with forced group content entirely.
The result is a mode that required significant development resources being ignored by most of the playerbase.
The Lack of Rewards
Even players who like the Citadel agree that the rewards do not justify the effort, and that is an entire other problem.
The gear is not meaningfully better than what you can farm elsewhere. The cosmetic rewards are limited and static. Once you have earned them, there is no seasonal refresh, no rotation, no evolving incentive to return.
And Blizzard is in a tricky spot here.
If they make the rewards too strong, players will say grouping is mandatory.
If they keep them weak, nobody runs the content.
Right now, they have leaned toward the second option, and participation reflects that.
What Players Would Change
The suggestions are surprisingly consistent:
- Make it soloable, even if tuned differently
- Add proper matchmaking or a queue system
- Introduce rotating cosmetic rewards (monthly or seasonal)
- Slightly increased Greater Affix drop rates
- Tie it into future systems like War Plans in Lord of Hatred
- Give guilds an actual purpose by linking Citadel clears to guild bonuses
That last one is interesting. Guilds in Diablo 4 currently have almost no gameplay relevance. Citadel could have been the system that made them matter. A lot of players would love things like a 24h XP bonus if the Citadel has been cleared between guild members.
Instead, it feels disconnected from the rest of the game.
Dark Citadel is not bad content. It is just content without a clear role. In a game where most players log in for fast progression, solo farming, and seasonal power, a semi-raid with modest rewards and forced grouping sits in an awkward middle ground.
As Diablo 4 approaches its next expansion, the question is not if the Dark Citadel should exist, but if Blizzard wants to double down on it or let it fade into the background.
Because right now, it might be one of the most technically interesting pieces of endgame design in the game.
It just does not have a reason to matter.
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