Reassessing Diablo 4 Season 3: A Shift in Dynamics
Mar-20-2024 PSTFollowing the recent patch, my perspective on Diablo 4 Season 3 has undergone a transformation, making it more intriguing for me than Season 2. While Season 2 introduced appealing vampire powers, the overall content seemed somewhat lacking. Blood Harvests were commendable, but the necessity to delve into Nightmare dungeons for glyph levels somewhat constrained the experience. In contrast, Season 3 offers a more diversified engagement with both Seneschal stones and glyphs, coupled with the enticing inclusion of Uber Malphas encounters.
The Seneschal has proven to be a formidable force, and the introduction of a new ring has sparked my interest in experimenting with a rend barb, amplifying the variety of viable builds. Although the season commenced at a leisurely pace, it has gradually evolved into a substantial win in my book. This evaluation stems from my genuine perspective on the current state of the season.
It's essential to recognize that certain elements from Season 2, specifically #1, #2, #4, #5, and #6, were not inherently "seasonal" content, as they seamlessly integrated into the base game—the Eternal Realm, in particular. Despite being released in conjunction with Season 2, these changes were explicitly not classified as seasonal content. Therefore, Season 2's true seasonal offerings comprised Vampiric Powers, the Campaign, Blood Harvest, and the Arcane Tremor.
Comparing Vampiric Powers to the Seneschal, we encounter a nuanced scenario where personal preference, class/build dynamics, and complexity factors come into play. Both mechanics share similarities, and arguments could be made for the superiority of one over the other. The Seneschal, being a minion, adds a layer of complexity that sets it apart. In terms of the campaign, while the Zir campaign might have been marginally longer than the Malphas campaign, the latter, along with the Malphas fight, exhibited superior design and narrative elements.
Blood Harvest zones in Season 2 had an edge in terms of perceived coolness compared to the Arcane Tremor zones in Season 3. However, the AT zones are far from lacking, and their efficiency as farming grounds provides a compelling counterpoint.
The absence of a direct equivalent to the Art of War (AoZ) from Season 2 in Season 3 is noteworthy. However, the anticipation of the Gauntlet's imminent arrival promises to fill this void.
On the Season 3 side, Season 2 lacked a counterpart to the Vaults/Nightmare Vaults, which, following revamps, has garnered widespread satisfaction among players.
I refrain from definitively asserting that Season 3 surpasses Season 2 or vice versa, opting instead to reserve judgment until later in the season. My intent is to offer clarification on what constituted true seasonal content in Season 2, shedding light on the nuanced dynamics between the two seasons.
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