Diablo 4’s Misguided Approach to Grinding

As the weekend approached, I found myself gearing up for the new season of Diablo 4. Setting aside the specifics of the season theme, I couldn’t shake the realization that I wasn’t particularly enthusiastic about the late-game grind. This introspection led me to question the nature of this grind and why it felt fundamentally dissatisfying, especially when compared to my enduring love for the grind in Diablo 2, a game renowned for its intense grind.

The key distinction lies in the feeling I had while investing countless hours into Diablo 2—a sense of anticipation that something extraordinary could drop at any moment. Although more often than not it didn’t, the rare occasions when a godly unique or a high rune did materialize felt absolutely exhilarating. This intrinsic promise of a potential game-changing item kept me engaged and motivated.

In Diablo 4, however, the grind unfolds quite differently. It involves enduring Helltide for an hour to accumulate 400 Cinders and little else. Engaging in various activities is merely a means to obtain materials. Facing bosses, including the grind-heavy encounter with Duriel, adds another layer to the process. Ironically, Duriel, despite being the target of a lengthy grind, succumbs to a one-shot in what amounts to the most trivial fight, with players essentially running up to him. The culmination of these efforts leads to the rather monotonous task of conquering 150 nightmare dungeons, each contributing a mere 1 percent increment to glyph leveling.

Essentially, the gameplay becomes centered around increasing arbitrary numbers within different systems, rather than the exhilarating pursuit of potentially obtaining extraordinary loot.

It prompts the question: Why does Diablo 2’s grind feel fundamentally different and more satisfying despite its notorious grindiness?

It’s not that Diablo 2’s current peak gameplay is without its flaws. Running 500 cow or Baal runs may be considered outdated and somewhat tedious by contemporary standards. Yet, even in those repetitive actions, players found enduring enjoyment. Why? Because of the rewarding loot system.

Diablo 2’s reward system was designed with a sense of excitement and potential discovery. The prospect of acquiring something remarkable meant that players had options:

1, If the loot was suitable for their current build, they could incorporate it into their character.
2, If the loot didn’t align with their needs, they had the option to trade it for something more fitting.
3, Occasionally, the loot was so extraordinary that it inspired players to create entirely new characters or builds to fully exploit its potential.

This dynamic, multifaceted reward system made the grind in Diablo 2 feel purposeful, dynamic, and endlessly engaging. Players were not just chasing numbers but were immersed in a world where each grind held the potential for a game-altering discovery.

The contrast with Diablo 4’s grind, which predominantly involves accumulating materials and increasing percentages on various systems, is stark. The absence of the thrill associated with the possibility of obtaining exceptional loot fundamentally diminishes the satisfaction derived from the grind.

Ultimately, Diablo 4 may benefit significantly from reevaluating its approach to grinding, placing a greater emphasis on a reward system that instills a sense of excitement and possibility, akin to the one that defined the enduring appeal of Diablo 2. One of the points of contention this season was loot such as Diablo 4 gold and gear, which many players expressed disappointment with.