
Où Se Situe Les Saisons 11 Et 12 Dans Notre Classement Des Meilleures Et Pires Saisons De Diablo 4 ?
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With the launch of Diablo 4's second expansion, "Lord of Trade," approaching, a sense of nostalgia has prompted a look back at the game's evolution over the past three years since its release in June 2023. This retrospective covers 12 seasons, highlighting those that stood out for their innovation and those that revealed the game's initial struggles to find its identity. This journey aims to remind veterans of past experiences and inform newcomers about the challenges faced. It's acknowledged that personal rankings may vary due to individual experiences.
The "Season of the Malignant," the very first season, is widely considered the least successful. It was meant to kickstart the seasonal dynamic but instead exposed many of the game's flaws. A catastrophic balance patch (1.1) just hours before launch nullified most builds created since the game's release. Players, already feeling that the game resembled a beta more than a finished product, were further frustrated. While the concept of "Malignant Tunnels" and "Malignant Hearts" to empower jewelry was appealing on paper, its execution lacked depth and was plagued by numerous bugs. Nightmare Dungeons were long, poorly designed, and overly difficult, with convoluted objectives. Helltides were sparsely populated. This season served as a harsh mirror, revealing Diablo 4's lack of structure and content.
Following this, the 6th season, "Ascension of Hatred," is also deemed an industrial disaster. Linked to the "Vessel of Athread" expansion, it introduced a new adversary, the "Worldwalker," a colossus roaming the open world. However, this ambitious idea collapsed under its own weight. The fight against this often-invulnerable giant forced players into a tedious loop of following it for extended periods to access the "Boiling Realm." Even the "Boiling Opal" reward, an elixir offering temporary bonuses, failed to make the experience engaging. Glitches allowed players to remain in these realms indefinitely, and other bugs enabled infinite collection of "tortured chests" during Helltides or massive harvesting of "infernal hordes" lands. The community widely exploited these glitches to mitigate the ordeal. Despite a strong narrative context with the release of the "Sacred" and campaign continuation, this season lacked pace and enjoyment. The mandatory campaign playthrough to reach level 60 was a tedious ordeal. In terms of class balance, only the "Sacred Priest" was viable, easily reaching Pit 150 while others lagged 20 tiers behind. Though playing the "God mode" Sacred Priest was fun, it represented the worst class balance and most boring leveling phase across all seasons.
Next came the "Season of the Constructs," or Season 3, which had the difficult task of following the acclaimed "Season of Blood" but failed to maintain its momentum. The idea of a mechanical companion, the "Seneschal," resembling a scorpion, could have been brilliant if its abilities weren't so insignificant. It was a precursor to mercenaries introduced later but fell far short in quality. However, the "Vaults," trap-filled dungeons where players dodged mechanisms to maximize loot, offered originality but disrupted the fast-paced combat of Diablo 4. Class-wise, the "Barbarian Charge" dominated the meta, but its targeting difficulty frustrated many, especially those using controllers. Despite an engaging lore around Zoltun Kulle and a spectacular final confrontation with Malphas, this season was seen as a disappointment, particularly compared to its predecessor's improvements.
The "Season of the Massacre," one of the most recent, was the shortest in Diablo 4's history, lasting only seven weeks. Developers used this brief period to test the game's first seasonal transformation: "The Butcher." This proved to be a disaster, offering no gameplay or fun advantages, leading most players to ignore it. The ability to transform into the Butcher in Helltides, PvP zones, and the seasonal "Abattoir" instance failed to impress. Another major issue was the weakness of the five new unique items introduced, most being less effective than classic legendaries. "Torment 7" was unplayable due to excessive difficulty, and the drop rate for site OP was abysmal. The Paladin's dominance in balance created frustration among players of other classes. Fortunately, quality-of-life improvements and an enjoyable leveling phase prevented this season from ranking lower. The "killing sprees" also added freshness and accelerated Paragon 300 progression, with many players reaching this milestone for the first time. The endgame progression loop, particularly Torment 5, was praised and foreshadowed "Lord of Trade." Ultimately, "Season of the Massacre" was less bad than anticipated, largely because it launched in 2026, within a more robust and modern Sanctuary than in 2023.
The "Season of Baal's Return," the 8th temporary iteration, promised much with the Lord of Lies resurfacing. However, the "apparition incursions" central to this update lacked the intensity and generosity of previous ephemeral zones. The difficulty spike, especially for "torments," deterred many players. Nevertheless, significant improvements saved the experience. Boss powers introduced new animations and attacks, and each player needing their own components to summon bosses ended the abuse of endless group rotations. The arrival of Belial, the most powerful boss, guaranteed superior affixes on chosen unique items and a higher drop rate for mythics. Belial was accompanied by the Riv and the Messenger of Hatred, adding three new endgame targets. The ability to teleport directly to allies fostered teamwork. Despite its shortcomings, this season laid real technical foundations for the game's future.
Continuing down the ranking, the 11th season, "Season of Divine Intervention," had a test realm that didn't bode well, but no one expected the impactful arrival of the Paladin via a "shadow drop." This new class, announced with the season's launch, captivated players with fluid, powerful gameplay and a wealth of viable builds. The universally praised leveling experience was among the best, and replaying with a new, un-theory-crafted class was exciting. However, the Paladin's dominance came with a drawback: its overpowered nature overshadowed other classes, exacerbating existing balance frustrations. The "Sanctification" mechanic, though initially appealing, quickly showed its limits due to a too-broad effect pool, excessive randomness, and lack of targeting, making it frustrating. Most players soon abandoned trying to get useful build effects, instead sanctifying only for a mythical power. The "Tower," arriving too late when players had optimized characters and maxed glyphs, failed to become a true endgame pillar. Bugs, exploits, lack of equipment rewards, and trading concerns further tarnished its image. It was a promising concept ruined by disastrous timing and premature integration. Despite being paradoxical – exciting on paper, enjoyable to play – it highlighted structural flaws that "Lord of Atre" will need to address. However, the surprise and unique experience of discovering the Paladin simultaneously with the rest of the world remain unforgettable.
In 6th place is the "Season of Infernal Hordes," where Diablo 4 finally found depth. This 5th season introduced the "infernal hordes" system, which quickly became an endgame pillar. Accessible from level 60, they offered rewards commensurate with the challenge and remain crucial for gold and "obducusite" acquisition, truly enriching the game. Over 50 new unique items arrived, fostering numerous archetypes still used today. Legendary items also saw an increased drop rate from level 100. Mythical items received their definitive names and purple aura, which they lacked at launch. Experience gains were significantly increased for a more pleasant and fluid leveling phase. The inclusion of many legendary aspects inspired by Season 2's vampiric powers demonstrated developers' philosophy of reintroducing old seasonal bonuses in new forms. This season also divided the seasonal journey into chapters with specific missions and rewards. Finally, the ability to reset lair bosses without leaving the area was introduced – an unthinkable convenience for new players today, as previously, players had to retrace their steps for each encounter. This dense season was a key step in structuring the high-level game, adding a beloved game mode and many quality-of-life improvements.
The 5th spot goes to the "Season of Malefice," marking the return of seasonal powers in a more refined form. Its mystical atmosphere, inspired by Diablo 3's Witch Doctors, was immediately appealing. Magical powers, explosive toads, fire bats, and enchanted spells radically transformed combat. "Occult Gems" added a second layer of seasonal bonuses, mirroring Season 1's "Malignant Hearts." The temporary bonus zone, "Head Hunt," was dynamic, lively, and introduced an ingenious system for delivering favors via messenger ravens. Its density was incredible, allowing the entire leveling phase to be completed within it. Legendaries dropped frequently, providing a wide array of aspects for building any character before level 60 as the "Codex of Power" filled rapidly. The addition of the "Armory" system, for saving and instantly swapping equipment sets, was hailed as a major improvement. Though some classes dominated, this season was primarily about fun and lightness, offering a true breath of fresh air.
Just off the podium is the "Season of Dream Sins," a significant update marked by a complete overhaul of Nightmare Dungeons. This massive undertaking revitalized this part of the game, exceeding expectations. Rewards were increased, with completely redesigned emblem affixes. The real surprise came from the "Vaults" and "emblem intensifications." These vaults became a valuable source of "obducusite," legendaries, and gold, while "growing nightmares" with Astaroth as the final boss offered intense gameplay across three consecutive dungeons, adding much-needed rhythm. The "Hydra" archetype for the Sorcerer arrived via the "Irisidian," and the "Pulverization Druid" made a strong comeback with the "Putrid Lightbringer," demonstrating how a well-designed unique item can redefine the meta. "Horadric powers" promised an arsenal of possibilities for creating bonus skills, but the result was less exciting due to last-minute nerfs. The open teleportation for all classes via "propulsion" was a memorable, albeit short-lived, feature before Blizzard reverted it. The season also saw massive item duplication, particularly of "Traitor's Carcasses," which caused an unprecedented collapse of the in-game economy. Fortunately, developers corrected these abuses, and no similar interference occurred in subsequent seasons. The main regret preventing this season from reaching the podium is the limitation imposed on dungeons, preventing them from becoming true endgame content due to their ease in Torment 4. The potential for these dungeons to become a real challenge for players seeking difficulty will only be realized when Blizzard significantly increases the number of "torments" and associated rewards, a dream that will come true in "Lord of Hed" with 12 possible torments.
The bronze medal for the best Diablo 4 season goes to the "Season of Blood." This ephemeral period still evokes chills, especially coming right after the disastrous first season, which amplified its charm. It might not be the first memory for veterans, but Season 2 offered a true breath of fresh air with its inventory overhaul, a massive quality-of-life improvement. Before this, there were no filters or sorting, making it a tedious task to find specific aspects or affixes. This season also introduced five new lair bosses: Duel, Varchan, Grouire, the Beast in the Ice, and Lord Zir, joining Lilith, the sole threat before this period. These bosses finally allowed players to farm specific unique items, a stark contrast to the pure randomness before (e.g., the suffering to obtain "Storm's Roar" for the Season 1 Tornado Druid build, which many never achieved, being harder than getting a mythical item today). This season also marked the birth of seasonal powers through the "vampiric powers," incredibly well-designed for their time, some of which still exist today as unique items or legendary aspects. Furthermore, for the first time, a temporary outdoor zone, the "Blood Harvests," arrived with whispers and specific rewards. This seemingly minor detail changed everything, ending the repetitive dungeon grinding for levels. Instead, players discovered a new, vibrant zone, unlike anything seen before, highlighting the game's open-world advantage. This novelty made leveling more enjoyable, especially with reputation rewards offering unique items from level 15, completely altering class gameplay. Finally, the "Abattoir of Zir," a prelude to the "Pit of Artifices," was introduced, allowing no deaths during the challenge, or players had to restart. This idea was perhaps too sadistic to persist, given that "hardcore mode" already offers such stakes. Overall, the "Season of Blood" was a masterclass of fresh, innovative ideas, not just minor tweaks. The next two seasons would follow this path of innovation.
In second place is the "Season of Chaos," some elements of which will return in "Lord of Red." Like the "Season of Blood," it introduced a novel mechanic: "Chaos Armors." Five unique powers could be assigned to the head, chest, gloves, legs, and boots—slots normally reserved for other effects. For example, having a weapon power on the legs transformed an often-ignored defensive slot into an indispensable bonus to elevate a build. The powers were always at their maximum, boosted by 20%, making them even more potent than their original versions. This idea led to dozens of incredibly fun and creative builds, from a one-touch Raven Druid to an over-powered Pulverization Druid, an active Dodge Sacred Priest from level 15, or a Necromancer frozen amidst infernal hordes. Another stroke of genius was the "Chaos Rifts." Unexpectedly, they were a blast: nightmare emblems modified by these affixes were ultra-fun, fast, profitable, and quickly became essential for endgame content. This modification led to unprecedented dungeon farming. These emblems absolutely must return to the game. Crucially, this season marked a turning point in class balance. For once, everything seemed well-proportioned, a long-demanded feature. Whether directly linked to "Chaos Armors" or not, developers should draw inspiration from this, as seeing 75 builds capable of reaching Pit 100 and beyond is vital for the game, perhaps even surpassing that hundred mark one day. This season was so successful that many wished it wouldn't end—the ultimate validation for a seasonal apotheosis.
In first position, surpassing innovation, is revolution. The "Season of Loot Reborn," or Season 4, embodies this revolution, profoundly transforming Diablo 4. Blizzard once again delivered a massive upheaval, reminiscent of Diablo 3's update after the auction house removal. The season's name perfectly describes it. The introduction of "Tempering" and "Masterworking" completely redefined the game's crafting system, becoming essential to its proper functioning. The "Codex of Power" and the recycling of legendary aspects were also introduced, making it hard to imagine returning to the old ways. This season also introduced the "Pit of Artifices," still the only true endgame content apart from the Tower. Superior affixes, previously absent, and a simplified four-tier gem system also appeared. Helltides were revisited, becoming more intense with a threat level escalating based on player ferocity, leading to the appearance of a final demonic champion. The "Blood Maiden" also made her debut with her "fatal heart" summoning system. This time, Helltides were accessible from the start of the game, offering a new way to progress from early levels. The "Elixir of Unholy Psychocage," which increased difficulty in exchange for more "aberrant ashes," is also remembered. Andariel joined the six existing lair bosses, and "Tormented Bosses" appeared, offering a greater challenge but also more generous loot for the brave. This season's level of ambition was immense; it literally changed the game's phase.
The upcoming Season 13, launching with "Lord of Trade," is highly anticipated and is already considered a potential top 3 contender.