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Diablo IV

Season 15 · Patch 3.2.1

Joe Shely acknowledges that automatic scaling in D3 and D4 diminishes the feeling of progression, promising a 'different approach' in the next entry.

News September 22, 2026

Diablo 5 Director Confirms Plan to Rework Monster Level Scaling for Greater Power Fantasy

Joe Shely acknowledges that automatic scaling in D3 and D4 diminishes the feeling of progression, promising a 'different approach' in the next entry.

By DiabloBytes Staff · 3 min read

Blizzard is signaling a potential shift in one of the most debated mechanics in modern Diablo titles: monster level scaling. In a recent group interview with PC Gamer, Diablo 5 director Joe Shely confirmed that the upcoming sequel will take a "somewhat different approach" to how enemy difficulty interacts with player progression, aiming to restore the sense of growing power that many players feel is missing from Diablo III and Diablo IV.

The announcement comes shortly after the surprise reveal of Diablo 5 at BlizzCon, where a teaser trailer offered no gameplay details. With the game still three years away, these early design insights provide the first concrete look at how Blizzard intends to address long-standing community criticisms regarding the pacing of character strength versus enemy toughness.

What Changed

Director Joe Shely explicitly stated that the development team is rethinking the automatic level scaling systems used in recent entries.

Diablo II originally used area-based level ranges, allowing players to feel significantly stronger than enemies in lower-level zones as they progressed.

Diablo III and Diablo IV replaced this with dynamic scaling, where monster stats increase in tandem with the player's level to maintain a consistent challenge.

Shely acknowledged that while scaling solves difficulty consistency issues, it "diminishes the spikes in power" players get from leveling up or finding strong gear.

The new approach aims to ensure that when a player fills their experience bar or acquires a major item upgrade, the resulting power surge is noticeable against standard mobs.

The team has not yet finalized the exact mechanics, but the goal is to preserve the core "power fantasy" of becoming a demon-slaying god.

What This Means for Players

For competitive players and speedrunners, this change could fundamentally alter farming efficiency and build viability. In Diablo IV, the lack of distinct power spikes often means that gear upgrades feel incremental rather than transformative until very late in the game.

If Diablo 5 returns to a model where lower-level content becomes trivial as you progress, it may reduce the need for constant re-optimization of builds for trivial tasks, allowing for a more satisfying sense of accomplishment when clearing previously difficult areas.

However, this also raises questions about endgame balance. Without automatic scaling, high-level gear might become too powerful for early-game content, or conversely, late-game zones may require a steep difficulty curve that could alienate casual players if not carefully tuned. The mention of procedurally generated areas, a return to Diablo II roots, suggests that difficulty variance will be a key part of the new design philosophy.

What's Next

Blizzard has confirmed that regular development updates for Diablo 5 will begin next year, with plans to incorporate player feedback throughout the process.

Since the team has stated that the specifics of the scaling system are not yet fully discussed, players should expect further clarification during these upcoming dev blogs or beta tests.

With the game set in a post-apocalyptic Sanctuary where the demon lord has won, the power fantasy of reclaiming territory from Hell's army will likely be a central narrative and mechanical pillar of the design.

Sources

Written By

DiabloBytes Staff

Editorial Team

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