Blizzard is about to change one of the most controversial systems in modern Diablo.Diablo V director Joe Sheley has revealed that enemy auto-scaling will be handled differently so that leveling up and finding a strong find will once again feel like a noticeable jump in power.

The problem did not appear in Diablo V

In Diablo III and Diablo IV, the stats of regular enemies grow along with the character.This approach preserves the relevance of the old zones, but at the same time smoothes out the moment when the hero receives a powerful weapon or a new level: the surrounding monsters also become stronger.

Sheley acknowledged this trade-off and explained that the team wanted to maintain manageable complexity but bring back a sense of real growth.Blizzard has not yet revealed the specific scaling formula - we are talking about the design direction, and not about a ready-made level table.

Diablo V. Image: Blizzard Entertainment.

What is already known about the new Diablo

Diablo V was revealed at BlizzCon 2026 and is scheduled for release in the spring of 2029.Previously, the developers also talked about “delayed difficulty”: some of the deep systems for assembling builds and items will be revealed more strongly in the endgame, so that the campaign does not overload players right away.

We have already collected confirmed information about the timing and world of the game in the material “Diablo V showed the first classes: Demon Hunter and Monk will return, Plague Knight will appear”.The new announcement is important because for the first time it addresses not the plot or classes, but the fundamental mathematics of combat.

A strong thing should be felt immediately

The developers' goal sounds simple: if the player fills the experience bar or finds a rare item, ordinary enemies should not immediately compensate for the entire increase.How far Blizzard will move away from the Diablo IV system will become clear only after a full gameplay demonstration.

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