According to Rod Fergusson, Diablo 4 initially tried to replicate the long grind for Unique and Uber Unique items found in Diablo 2's gameplay. In Diablo 2, it could take years to find a specific item, and the developers assumed that players would be okay with a similar long grind in Diablo 4. However, they found out quickly that players' expectations had changed over the years, and they addressed this feedback in subsequent updates to Diablo 4.
In response to player criticism, Diablo 4's Season 4 introduced several changes to improve the gameplay experience. These changes included improvements to itemization, the introduction of new endgame content, enhancements to crafting systems, and adjustments to the game's consumptive nature3. Additionally, the update provided better loot and more diverse gameplay options. The focus was on addressing past concerns and injecting new life into the game, which was well-received by the community.
The player feedback following the launch of Diablo 4's first post-launch season played a significant role in shaping the subsequent updates to the game. The first season was widely controversial due to its excessive grind, which was a result of the development team's attempt to repackage Diablo 2's grind for the modern era. Players were not satisfied with the long chase for unique items, which could take years to acquire, as series overseer Rod Fergusson explained in an interview with Windows Central.
In response to the feedback, Blizzard made several changes to the game through its subsequent updates. Season 4, in particular, was met with much praise from the community. One major change was the introduction of an Uber currency, which allowed players to skip the grind and craft the item they were hunting for. This change recognized the shift in players' mindset over the past 20 years, as the "consumptive nature of a live service" has led to a "time is money and I don't have much time" mentality, making the long grind of Diablo 2 unfeasible in today's gaming landscape.
The developers also made adjustments to the game's crafting systems, such as Tempering and Masterworking, based on player feedback. These changes aimed to make the systems more manageable and less tedious, while also providing clearer information about the results of crafting attempts.
Furthermore, the team made improvements to Helltides, an endgame activity in Season 4. Helltides were made available earlier in the game, and the addition of Hellborne through the new Threat System, as well as a new Open World Boss, made Helltides more interesting and rewarding for players.
In summary, player feedback following the launch of Diablo 4's first post-launch season had a significant impact on the game's subsequent updates. The development team made numerous changes in response to the feedback, such as adjusting the grind for unique items, improving crafting systems, and making endgame activities more engaging and rewarding.