A new post on the Diablo 4 subreddit has reignited discussion around one of the game’s core design problems: If item power is king, why are builds so one-dimensional?
The issue? Most builds rely heavily on one or two mandatory items, like the Sorcerer’s Starfall Coronet for Meteor, and offer very little freedom when it comes to actually customizing your skills or playstyle. In other words: if you want to run
Meteor, you are not really making a “Meteor build” so much as you are playing Blizzard’s pre-designed version of one.
Skill Trees Need to Do More
The top suggestion is to simply give players more meaningful choices within the skill tree itself. Instead of just picking Meteor and scaling its damage, why not let us choose between:
- Meteors that split on impact and cause burn
- Lightning Meteors with shock damage and stuns
- Ice Meteors that slow and freeze
- Orbiting Meteors for AoE builds
- Faster or larger Meteors for clear speed vs bossing
This kind of modular design–think something like Diablo 3‘s skill runes, but deeper–would let us build around the same skill in different ways. And as several commenters pointed out, this approach could reduce item bloat while boosting build variety.
Less Meta, More Creative Builds
The post struck a nerve because it taps into a much deeper frustration: Diablo 4 often feels like it limits your creativity instead of rewarding it. Most builds revolve around stacking damage on a single skill, with every other slot just being there to support it or keep you alive.
That formula works, but it does not feel very “Diablo”.
And while this is Reddit we are talking about, the sentiment carries over into the community as a whole. Players want to experiment again. They want synergy between skills, weird elemental conversions, conditional effects, and all the crazy stuff that made builds like the Thorns Paladin or Frozen Orb Sorc so fun to discover in older games.
And it is not just about difficulty. As one player put it, “Right now, the game feels too easy. It is not a question of if you’ll become powerful, just when. And then what?“
Let Diablo Be Fun Again
The point is not to make the game harder for everyone or turn it into a punishing simulator. Most of the comments agree: Diablo should be about finding cool gear, unlocking fun combos, and playing your way. Not chasing a single meta every season.
Especially with Path of Exile 2 now looming large for the hardcore crowd, there is space for Diablo 4 to lean into creativity, accessibility, and casual fun. Builds should be powerful and personal.
Blizzard has already taken some steps toward this in Season 8 with elemental DoTs and a few changes to the Paragon board. But there is still a long way to go before you can truly call Diablo 4 a sandbox for ARPG creativity.
And hey, at the very least, maybe someday Whirlwind will be a ‘real’ WW-focused build again.