Diablo 4 Season 11: More Gold, Easier Pit Scaling, Better Bosses
Early Leveling Slowed, Late Game Smoothed Out
The team's primary goal was to slow down the early game-specifically levels 1-20-while making higher difficulties more rewarding. At first glance, losing early skill points sounded brutal, but the developers' intentions were clear:
Early game: slightly slower
Mid-to-late game: more rewarding
Zero-to-hero seasonal leveling feels more meaningful

According to players who tested the PTR experience, leveling felt deliberate but not sluggish. You earned back skill power gradually, and by endgame you were stronger and more confident moving up difficulty tiers.
However, reducing early skill access created a new problem: bosses in dungeons and Helltides suddenly felt tankier than intended.
Blizzard acknowledged this and announced across-the-board boss HP reductions, especially for dungeon bosses and higher-tier commanders.
Even Torment IV and Tormented bosses are being tuned to match the "post-tempering" reality. Without tempering and masterworking, early season bosses felt like sponges-but Season 11 intends to fix that.
Capstone Bosses Are Being Reworked
Capstones currently fail at their purpose. Instead of being exciting, skill-testing milestones, many feel like 20-minute damage sponges. Blizzard openly admitted the issue:
Too much HP
Not enough mechanics
Not enough excitement
Season 11 will rework capstone bosses into encounters with meaningful mechanics-not just inflated health bars. Expect more movement, more dodges, more interaction… and less boredom.
Enchanting Still Painful - Devs Know It's a Problem
The devs briefly addressed the enchanting system, which many players agree is the single most frustrating RNG mechanic remaining in Diablo 4.
Right now:
You only get two reroll options
Some affixes (like skill ranks) appear far less often
Rerolling an amulet can take hundreds of attempts
Players have begged for one simple fix: give us three options instead of two. The interview didn't promise this change yet, but Blizzard openly acknowledged enchanting feels unfair. Hidden weighting is definitely a thing-even if they downplay it.
Season 11 may not overhaul enchanting entirely, but the devs clearly know the system needs relief sooner rather than later.
Sanctification: No More "Indestructible" Trash Rolls
This might be the single most satisfying line of the entire interview:
The "Indestructible" sanctification outcome is gone.
Players have been furious that a rare, powerful item could end up with the most useless effect imaginable. Instead, sanctification will now:
Provide more consistent "good" outcomes
Prevent high-tier items from rolling trash effects
Introduce new mid-range power boosts without extreme power creep
The idea is to make sanctification exciting-but not mandatory. Removing Indestructible is a massive step in the right direction.
Toughness & Attack Power Overhaul
Blizzard openly admitted they messed up toughness scaling. Season 10's defense rules left many players confused about what "good defense" even meant.
Season 11 brings real clarity:
Recommended Toughness Display
When entering Torment tiers, the game will tell you:
"Recommended Toughness: 80,000"
"Recommended Toughness: 50,000"
No more guessing if you're ready. No more dying instantly because you pushed one tier too high.
Attack Power Simplified
Attack power is being changed to only represent weapon damage.
The current system is misleading-players stack AP thinking it equals raw DPS, when in reality high-end builds barely care about AP at all.
This change reduces confusion and helps players better understand real power scaling.
Monster Damage Scaling After Pit 100 Is Being Fixed
Right now, Pit levels past 100 only increase incoming damage-not outgoing damage. This creates a strange situation where:
You don't need a stronger build
You just need more defense
Higher Pit tiers play exactly the same
Season 11 addresses that by gradually scaling monster damage dealers and monster survivability simultaneously. Higher tiers will feel meaningful again, not just copy-pasted.
Bile Isles Auto-Activate - No More Bear Form Interruptions
A small change-but a huge quality-of-life improvement:
Bile Isles now automatically activate when you approach them.
This means:
No more clicking them manually
No more breaking Druid forms
No more flow disruption
More bonus progress and guaranteed Bile fight
Smooth, clean, and long overdue.
XP Reward Fixes & Torment Tier Adjustments
Curious about the PTR XP nerf? That wasn't feature tuning-it was a bug. XP values in Season 11 will match what players expect, with huge bonuses coming from:
Helltide Maggots (now give massive XP)
More monster density in higher tiers
Smoother Torment difficulty scaling
Blizzard also acknowledged that the jump from Torment 3 → 4 is too steep. They're considering adding intermediate Torment tiers in a later patch to smooth progression for casual players.
Pit Map Generation Finally Being Fixed
Everyone who's run a Pit knows the pain:
Backtracking
Dead ends
Empty rooms
Double-tunnel spawns
Monsters not spawning near objectives
Season 11 promises improved map generation that reduces dead zones and increases pacing. No more jogging across the map looking for the last 1% of monsters.
Finally.
Tower Rewards: Cosmetics Instead of Power
Blizzard reiterated their design direction for Towers:
No power rewards
Purely cosmetic prestige items
Examples include halos that appear above your character
The catch? Many want these tied to Solo Self-Found only to ensure they're earned legitimately, not bought with RMT gear.
Blizzard again confirmed plans to add Solo Self-Found leaderboards-something the community has demanded for months.
Class Balance: Pit Scaling Nerfed So Every Build Can Go Higher
This is one of the BIGGEST changes of the entire interview:
Pit scaling is being reduced
Every build should get +5 to +10 Pit tier capability
More builds should reliably hit Pit 100
Right now:
Meta builds peak around Pit 80
Most builds stall at Pit 70-75
Only a handful can realistically chase glyph rank 100
Season 11 aims to fix that by lowering monster scaling and buffing build diversity. With sanctification, mythics, and better itemization, most builds should be able to:
Hit Pit 85 with strong gear
Hit Pit 100 with optimized gear
Push beyond 100 with top-end S-tier setups
This is exactly what the community wanted.
Sorcerer Teleport Fix, Movement Speed Cap & Future Mobility Buffs
Sorcerer has been massively outperforming other classes in speed content due to the teleport exploit. Blizzard admits that:
Sorcerer breaks map flow
Necromancer and Druid lag behind
The gap is too big
They're considering removing or increasing the 200% movement speed cap to give slower classes more fluidity. Necromancer buffs in particular are long overdue.
Ka's Powers Could Return (But Not Chaos Armor)
The devs hinted that some Ka's powers may return later as aspects or legendary effects. These include build-enabling passives like Savagery for Druid.
However, Chaos Armor is not coming back.
Why?
According to Blizzard:
Chaos Armor invalidated defensive itemization
Everyone used the same armors
Encounters could not be balanced
It undermined toughness scaling
Players disagree-but at least the devs gave a concrete reason this time, instead of dodging the topic.
Monsters Will Drop 800% More Gold in Season 11
One of the biggest pain points in Diablo 4 has been Diablo 4 gold starvation, especially for enchanting and rerolling gear.
Season 11 fixes it:
Monsters drop 800% more gold
Elites can drop up to 15 piles
Divine Gifts boost gold drops in the Pit
This alone will make enchanting, rerolling, and sanctifying far less punishing.
Expansion News Coming Soon? Watch The Game Awards
Both the interview and Blizzard's China community manager strongly hinted:
"Watch the Game Awards."
This lines up perfectly with expansion marketing timelines. With BlizzCon on the horizon, we may finally see:
Diablo 4's first expansion reveal
New zone
New class
New villain
Release roadmap
Season 11 might be the transition into Diablo 4's first major evolution.
Final Thoughts
This was one of the best developer interviews Diablo 4 has had since launch-full of transparency, clear explanations, and meaningful upcoming changes. From Pit difficulty scaling to gold fixes, sanctification tuning, class mobility adjustments, and reward pacing, Season 11 feels like the patch that finally aligns Diablo 4 with player expectations.
If Blizzard delivers everything discussed here, Season 11 could become a turning point for the game-and an exciting lead-in to the expansion reveal looming in the shadows.
Prepare yourself, wanderer. Season 11 might be the fresh start Diablo 4 desperately needed. MMOexp has prepared a wealth of Diablo 4 Items, Gold and other services for all players. I wish you good luck!
MMOexp Diablo 4 Team