Raxxanterax sat down with Diablo 4 developers Colin (Systems and Combat Designer) and Zaven (Associate Game Director) to discuss the game’s direction, Season 11’s major systems update, and what the team is building toward.
The talk offered tons of insight into the philosophy behind Diablo 4’s evolution, from mechanical overhauls to long-term design goals.
You can watch the complete interview on Raxx’s YouTube channel:
However, if you just want a quick rundown of the key highlights, we’ve got you covered!
Season 11 – Smarter Monsters, Deeper Combat
Season 11 marks one of the game’s biggest system updates yet. Monster behavior was largely unchanged since launch, and this is why it has been completely reworked now. Instead of rigid cooldown cycles, enemies now act based on attack speed and random action selection, making combat less predictable and more varied. Fights will be more random.
Elite and Champion monsters now have larger HP pools and can use more behaviors, and regular mobs remain quick and easy to keep that nice power fantasy. Awareness ranges also differ by monster type! For example, undead enemies will only react when players get close.
Defenses have also been rebuilt around a rating system, replacing the older resistance and armor model that limited design possibilities. The new Toughness stat now adjusts dynamically across higher Torment tiers, with tooltips reflecting your changes in real time.
One of the main reasons they changed this was because they are thinking about adding more Torment levels, and the old penalty system does not work well with that.
Capstones Return and the Tower vs. Pit System
Capstone dungeons, originally added for world tiers, are now a permanent feature. Future seasons may even rotate in new ones. They were initially removed because they were added late in development, and did not make sense after Vessel of Hatred. But now they are tied to Season Ranks, so it is better.
The new Tower mode and Pit serve different purposes:
- The Tower focuses on consistency and competition, serving as a foundation for leaderboards.
- The Pit focuses on variety and fun, changing monster compositions and dungeon layouts each run.
The devs noted that the Tower is still in Beta, and will get improved with time.
Loot, Crafting, and Itemization Updates
Tempering is now more targeted, letting players roll the affixes they actually want. Masterworking has also been adjusted in order to add more flexibility and a bit of forgiveness to item enhancement. They acknowledged that they might have gone a bit too far with it, and they might try to make it more RNG or “hype” again.
The team also teased that crafting will become a much bigger part of the game, something for players who enjoy deeper systems. And yes, loot filters are actively being worked on. When asked about stash space, Zaven smiled and said, “Stay tuned.”
When talking about Sanctification, they said that it is a test, and simply made for late game fun gambling.
Solo Self-Found and the Future of Seasons
A Solo Self-Found mode (SSF) is officially in development, confirmed 100%, though not coming in Season 11, so do not expect it any time soon. It is being considered partly to combat RMT (real-money trading) concerns and to give players who prefer pure solo play their own space.
Seasons themselves will continue to evolve. The team wants them to feel like big, meaningful updates rather than just themed modifiers, but they also want to avoid “mechanic bloat.” That is why some seasonal mechanics are removed, reworked, and potentially reintroduced later, to keep things new without overwhelming players.
Diablo 4’s Identity
When asked if Diablo 4 was just “Diablo 3.5,” they made it clear:
“We’re not trying to make Diablo II or Diablo 3.5. Borrowing what works is fine, but the goal is to create something that feels only in Diablo 4.”
Many systems get reworked simply because they are outdated or no longer fit. The Season 11 monster changes, for example, happened because those systems were just outdated. The devs emphasized that replacement are healthy, as long as they make the overall game better.
What Is Next – Skill Tree Rework, Paragon Changes, and More
The devs confirmed that a major skill tree rework is coming. Right now, items carry too much of the build identity, and the team wants the skill tree to matter again.
They are also looking at ways to make Paragon better, less rigid, since this can currently lock players into certain builds.
Other topics mentioned:
- Horizontal progression is a big goal in order to encourage new builds or alts without always chasing vertical power.
- No MMO-style raid tiers planned, though the team may experiment with raid-like events in seasons.
- More dopamine drops are coming, with systems like Sanctification designed to make loot more exciting.
- Cow Level and Paladin? Both dodged with a smile, so never say never, but do not necessarily expect it very soon.
This interview made one thing clear: the team is deeply committed to Diablo 4’s long-term evolution. Season 11 is more than just a new theme, it is the foundation for a faster, more flexible, and more satisfying game.
With Solo Self-Found, loot filters, crafting expansions, and skill tree rework all on the horizon, Diablo 4’s next years will be full of exciting surprises!



