Why Diablo 4 Players Keep Having the Same ARPG Debate

A recent discussion on the ARPG subreddit has, once again, triggered a familiar debate; one that most Diablo 4 players will likely immediately recognize.

The thread breaks ARPG progression into two phases. Early playtime, which is mostly about discovery, such as unlocking systems, testing skills, and slowly putting a build together. Later on, that changes into repeating the same content for smaller and smaller upgrades once your character is fully geared.

You can take a look at the respective Reddit thread here:

This loop is certainly not accidental. ARPGs are built around repetition, loot, and long-term grinding. The question is not why it exists, but how long it stays fun for different players.

The playerbase is basically split into two groups as well. A big portion simply enjoys the early phase, especially:

  • experimenting with builds
  • solving problems with limited tools

On the other hand, a lot of players prefer the endgame:

  • fully powered characters
  • efficient farming
  • low-effort, repeatable content

Where Diablo 4 Fits Into This

Naturally, Diablo 4 comes up often in the discussion because a lot of players feel that its progression curve is shorter. Once a build is assembled, there is less reason to keep pushing compared to games like Path of Exile, where crafting depth and long-term goals can stretch playtime much further.

However, that does not make Diablo 4 worse by default. Quite the opposite. It simply means the game appeals more to players who enjoy the journey and seasonal resets, rather than extreme long-term grind.

This is probably also part of why Diablo 4 is so widely known across the genre. It works for casual players who just jump in for a few hours, but also for those who enjoy grinding every day, which is why Diablo is familiar to pretty much every ARPG fan.

Seasons Reset the Fun, Not the Problem

Seasons help bring back the early-game excitement, but they do not fix burnout. Most players roll new characters, enjoy the build phase, then quit once the grind stops feeling rewarding. And that is the point.

The community perfectly reflected this on the mentioned Reddit thread:
ARPGs are not meant to be played forever. Stopping when the fun runs out is part of the genre, even if the debate keeps coming back every season.

What do you think? Would you rather play a non-seasonal ARPG with regular DLC or added content, or do you prefer seasonal resets where everyone starts fresh together?


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