Diablo IV, Season 15: Sanctuary's past returns to reclaim its place - Special

The Season of the Infernal Legacy celebrates thirty years of Diablo with Prime Evils, old glories, and new possibilities for all classes

di Simone Rampazzi
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At this point in its history, Diablo can afford something few series are truly granted: looking back without giving the impression of having run out of topics. Thirty years have passed since the first journey beneath Tristram Cathedral, and Sanctuary now contains several generations of players, each tied to different bosses, items, and environments. Diablo IV's Season 15 starts precisely from this stratification, using the thirtieth anniversary not only to celebrate what has been, but also to bring it back into a game that has changed pace and philosophy multiple times in recent years.

The Season of the Infernal Legacy does not hide its celebratory nature. Diablo, Baal, and Mephisto return to center stage, Deckard Cain reappears in the seasonal story, and much content draws directly from previous chapters. However, it would be reductive to describe everything as an exercise in nostalgia, because Blizzard has tried to use these elements to also modify the normal progression. After several days spent among the new activities and leveling our Warlock, the feeling is clear: this time the series' past is not simply shown, it is utilized.

The Return of the Prime Evils

Diablo, Baal, and Mephisto inevitably represent the main draw of the season, but Blizzard at least partially avoids turning them into three celebratory bosses to be faced once and forgotten. Progression allows players to recover their respective Shards of Evil, through which the character absorbs a part of their power. Diablo is linked to fire, Baal to cold, and Mephisto to physical damage, while the choice of Shard influences some endgame activities and introduces a specific vulnerability to the demon from which it derives.

Diablo's Shard primarily involves Helltides and Infernal Hordes, Baal's involves the Underworld City and Den Bosses, while Mephisto intervenes in The Pit and Nightmare Dungeons. All also interact with the Tree of Whispers and allow for the development of dedicated modifiers. The repetitive nature of Diablo IV's endgame doesn't change, but it at least tries to better distribute player attention, reducing the tendency to identify the most efficient activity and repeat it ad nauseam.

When Nostalgia Becomes Content

It is in the Vigil's Nightmares that the Infernal Legacy most clearly shows what Blizzard wants to do with these thirty years of history. Locations, enemies, and situations from previous chapters are brought back, ranging from Tristram to scenarios linked to Arreat and some of the most recognizable moments of Diablo II. The point is that these memories are not confined to mere citation: they enter the normal progression and become part of the activities undertaken while continuing to search for equipment and improvements.

An old environment or a historical adversary works better when they appear during a normal session, without forcing Diablo IV to stop to highlight its own history. Nostalgia remains in the background of the action, allowing veterans to recognize what they are seeing and players who only started with the fourth chapter to tackle the same content without feeling excluded. Sanctuary suddenly seems much older than Diablo IV, and in this case, that's not a flaw at all.

The Horadric Cube and Less Tyrannical Randomness

The Horadric Cube also gains more importance. Soul Shards can be inserted into jewelry and improved through Amalgamation, while new recipes allow for more direct intervention on equipment. Among the most interesting possibilities is that of transforming an item into a Mythic while preserving its affixes, Tempering, and Masterworking. Diablo IV certainly doesn't abandon randomness, but the player has a few more tools to correct bad luck, especially when they have already invested time in an item. This philosophy is accompanied by the return of historical equipment such as Stone of Jordan, Leoric's Crown, and Nemesis Bracers.

General progression also tries to waste less time. Blizzard has increased the probability of obtaining legendary equipment in the early Torment levels, brought forward the possibility of finding certain Uniques, and revised materials and experience. The sharing of War Plans reputation between characters on the same account and Rebirth go in the same direction: less friction when the desire to experiment with a second class arises during the season.

Our Season Starts with the Warlock

To traverse the Infernal Legacy, we chose the Warlock, focusing on a configuration built around Blazing Scream. The character cannot yet rely on the Unique items necessary to complete the build, and that's precisely why the test is interesting: it allows us to understand if a configuration works during progression or only when all elements are in place.

Blazing Scream creates a fiery demonic skull that orbits around the Warlock and continuously damages enemies as you move. Channeling it increases the orbit speed and renews the effect's duration, creating a dynamic where movement and positioning become as important as raw damage. The Warlock brings their own area of pressure, moving through groups and repositioning without interrupting the offense. Around this principle, we built the rest of the configuration with Terror Swarm, Dark Prison, Summon Abodian, Profane Sentinel, and Nether Step, achieving a rotation that is simple to understand but varied enough not to be reduced to the repetition of a single ability.

The most convincing feature, however, is another: Blazing Scream starts working long before the build is complete. Uniques and correct aspects remain fundamental in advanced endgame, but the path to reach them doesn't feel like a long waiting room. As you approach higher difficulties, some enhancements increase the number of skulls and the space controlled by the Warlock, transforming more crowded encounters into that seemingly uncontrollable chaos that Diablo handles particularly well.

It remains to be seen how much this configuration will maintain its effectiveness when affix quality, Uniques, and optimization stop being simple improvements and become a necessity. For now, however, it passes the most important test for a seasonal build: it's fun while you're building it, not just when all the pieces are finally in place.

An Anniversary That Tries to Remember Without Stopping

The Season of the Infernal Legacy does not reinvent Diablo IV and does not eliminate the nature of an endgame still based on repeating the same activities in search of ever smaller improvements. What it does manage to do is give the season a precise identity, using the thirtieth anniversary as an opportunity to bring together different eras of the series without sacrificing current progression.

The return of the Prime Evils, Vigil's Nightmares, the Horadric Cube, and historical items work because they don't force Diablo IV to behave like a museum of its own history. Veterans recognize places, names, and references accumulated over three decades, while those who started with the fourth chapter simply continue to play. In between remains a season that slowly tries to correct the relationship between time invested, randomness, and progression, while the Warlock with Blazing Scream is offering us a fresh perspective through which to observe these changes. The merit of Season 15 is having understood that remembering Diablo works much better when those memories become something to play with again.