Diablo 4 Season 11 tripled in my least favorite activity

He came down from the height that was Diablo 4 Season 10, I'm experiencing some anxiety from what I've seen so far from Season 11. Although I am excited how Diablo 4 Season 11 overhauls the gear upgrade mechanic and brings a new twist to Lesser Evil, the return of ladders and the introduction of Towers alongside them worries me. It's not so much that I'm afraid of a repeat of the easy Gauntlet catches that destroyed the original version of the leaderboards, it's more that I'm not looking forward to repeating the same type of endgame activity that I've experienced twice before.

My favorite part Diablo 4and the main reason I'm still coming back 11 seasons later is the way the game puts new twists into its core gameplay loop season after season. Diablo 4 Season 10's Chaos Armor mechanic was the most innovative and refreshing feature the game had seen since launch, making its removal at the end of the season all the more disappointing. In general, Diablo 4 It makes each seasonal activity feel like a fresh and worthwhile experience, and while I'm sure the Lesser Evil invasions in Season 11 will follow, it's the constant addition to the Tower that I fear could quickly become irrelevant.

New Tower Dungeon Diabla 4 Season 11 history repeats itself

diablo-4-new-paladin-class

No wonder after 11 seasons Diablo 4 he has several similar activities behind him. While the game repeats mechanics like seasonal powers, there's a clear level of iteration that makes each version feel like a new and improved experience. Season 10's Chaos Perks had their own unique twist on the seasonal power formula with added drawbacks for each Chaos Perk buff, setting them apart from Season 9's Horadric Spells. Personally, I enjoy seeing mechanics like this get better each season, but it's getting to the point where one type of endgame activity has kind of dried up and I'm not sure the tower will show up Diablo 4 Season 11 will be unique enough to stand out.

Diablo 4 basically has 3 identical end activities

  • Pit of the Artificer

  • Kurast Undercity

  • Tower

One of Diablo 4The main endgame activity is The Pit of the Artificer, a dungeon where players need to defeat enough enemies within a time limit to advance to the boss. By defeating the boss before time runs out, players will be able to upgrade their Paragon Glyphs as well as progress towards unlocking higher Torment difficulty levels. I've never been a big fan of timed dungeons like the Pit, and Diablo 4 doubled down on this type of activity with the addition of Kurast Undercity in the Vessel of Hatred DLC. This dungeon requires players to race against time to defeat enemies and gain Attunement to increase rank and unlock the best rewards. Unlike Pit, Kurast Undercity allows players to increase the timer by defeating certain elite and disabled enemies.

Kurst Undercity is a dungeon exclusive to Vessel of Hatred owners, so not every player will have three clones of the same dungeon when Tower is released in Season 11.

Ui diablo 4 season 11 tower leaderboard

With the beginning Diablo 4 Season 11, the game will feature a third timed dungeon in the form of a tower. The purpose of the Tower is to provide players with a competitive final activity that can earn them a spot on the leaderboards depending on how well they do against each floor's enemies in the 10 minutes they are allotted. While the tower appears to be a build testing activity rather than a repeatable farm, it still offers some exclusive Diablo 4 cosmetics for players who can be at the top of the leaderboard.

Why I'm not a fan of Diablo 4's timed dungeons

Diablo 4 The Pit

Time limit stress has always been one of my biggest gaming hang-ups. While I love the game as Zelda: Major's Mask today I could never get into it as a kid because the looming threat of a timeout was too much pressure for me to handle. I deal better with time limits in games these days than I used to, but they're still not my favorite and I'll try to avoid them in games as much as possible. Because of this, I tend to limit my runs in Pit and Kurast Undercity until I know I can roll with my build so that the time limit is a negligible factor.

Diablo 4 Best Spiritborn Builds

Diablo 4's Pit and Undercity Dungeons already limit build potential

Another reason I'm not a fan of timed dungeons like the Pit and Kurast Undercity is that I feel like they limit the build potential. To optimize your build for clearing these dungeons, Diablo 4 it basically forces you to invest in movement speed, and classes like Rogue and Spiritborn that excel at maneuverability will shine more than slower tankier classes like Druid and Barbarian. Because of this limitation, I moved away from building my seasonal characters with Pit in mind and focused more on prioritizing DPS. Diablo 4's Lair Bosses and Uber Lilith.

Location of shrines in Diablo 4

How can the tower still stand out in Diablo 4

I still hope Tower can provide a meaningful new game type Diablo 4's endgame, despite being another timed dungeon. Where I think the Tower has room to stand out against dungeons like the Pit and Kurast Undercity is in its Pylons, a new mechanic that works much like Shrines in that it offers specific benefits to the player, except that there are only three potential effects to choose from.

Plyon

Effect

Channeling Pylon

Skills cost no resources and have greatly reduced Cooldowns

Pylon of power

Deal greatly increased damage

Pylon of speed

Become unstoppable and unhindered and gain greatly increased movement speed

It seems like the effects of these pylons could turn the tower into an arcade rush with its damage and speed multipliers, which could take some of the stress out of the time limit that I find troubling. However, other players who like to race against the clock may find that these features downplay what they should be Diablo 4first competitive experience.


Diablo 4 Tag Page Cover Art


Released

June 5, 2023

ESRB

Mature 17+ / Blood and gore, intense violence, language, in-game purchases, user interaction


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