MMOexp-Diablo 4: Season 11 Gear Power Changes

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Diablo 4 Season 11 brings one of the biggest overhauls to the crafting system since launch-an update that dramatically shifts how players temper, upgrade, and finalize their gear. Whether you're a casual grinder or pushing high-tier Nightmare content, understanding these changes is crucial. Many mechanics from Season 10 are gone, new systems have arrived, and both power potential and item risk have been rebalanced.



This article breaks down every major change to crafting in Season 11, how it differs from Season 10, and what it means for your builds going forward.



Legendary Items Now Drop With Four Affixes Diablo 4 Items



In Season 10, standard legendary items always dropped with three affixes, forcing players to rely heavily on tempering and crafting to build high-quality gear.



In Season 11, that baseline is improved. A standard legendary item now drops with four natural affixes. For example, a helmet might roll:



Strength

Thorns

Cold Resistance

Basic Skill Damage



This gives players a stronger starting point than last season. However, this improvement is balanced by changes to the tempering system…



Tempering Has Been Reduced From Two Choices to One



In Season 10, players could add two tempering affixes to a legendary item-one from each tempering category (Offensive, Defensive, Utility, Resource, etc.). This allowed for up to five total affixes on a legendary: three natural, plus two crafted.



In Season 11, Blizzard changed this drastically:



You can now only add one tempering affix instead of two.



But your item naturally has four affixes instead of three.



So the total number of affixes remains five, but your flexibility is lower.



No more double-tempering setups



You must now decide whether to take:



a defensive temper,

a utility temper,

or another available category.



Choosing one locks out all other tempering slots.



This is one of the biggest points of contention among players: more stability, but less freedom.



Targeted Tempering Removes RNG Completely



One of the most frustrating mechanics in Season 10's tempering system was the RNG inside each tempering category. For example, choosing the Resistance temper could randomly give Fire, Cold, Poison, Lightning, or Shadow resistance.



If you didn't hit the one you wanted, you either:



reset the item (consuming rare materials), or

threw the item away entirely.



In Season 11, RNG inside tempering is gone.



You now choose directly:



Cold Resistance

Fire Resistance

Poison Resistance

And so on



If you click Cold Resistance, you will always get Cold Resistance-within a displayed value range.



If the roll is too low, you can keep rerolling as many times as you want, as long as you have materials.



This eliminates the old "craft → miss → delete" gameplay loop. You can now craft exactly what you want without fear of bricking the item.



Masterworking Has Been Completely Reworked



Masterworking received the most dramatic overhaul.



### Season 10 Masterworking



12 total upgrade levels



On levels 4, 8, and 12, one random affix was drastically increased



All other levels gave small increases to every affix



Getting +1 skill ranks (like Bash, Core Skills, etc.) relied heavily on hitting those lucky breakpoints



This system introduced both power spikes and major RNG



For many players, this is the most controversial part of the new system.



Quality Is Random (1-4 per upgrade)



Each upgrade adds between 1 and 4 Quality. You can keep upgrading until you hit Quality 20.



### Greater Affixes Still Exist - But Only One



When you push an item past 20 Quality, the next upgrade applies one random Greater Affix.



This is usually the main source of power in Season 11 gear.



You can reroll this Greater Affix repeatedly-again, as long as you have materials.



Power Limits Have Changed Dramatically



Because Masterworking no longer enhances affixes, the maximum power of many builds is actually lower in Season 11.



For example:



Season 10 Example



A helmet with +3 Core Skill ranks could be pushed to +6 with perfect Masterworking hit rolls.



Season 11 Example



A helmet with +3 Core Skill ranks stays at +3.



A Greater Affix can push it to +4, but no higher.



This means:



No more +6 skill rolls

No more triple-scaling Greater Affixes

No more massive multiplicative skill boosts



The new system is much more controlled and predictable, but undeniably less explosive.



Introducing: The New "Sanctification" System (Item Holy Upgrades)



This is the system that adds both massive potential and massive risk.



Once an item:



has been tempered

has been fully masterworked

and has its Greater Affix applied



You can bring it to the Holy Forge and "sanctify" the item.



But sanctifying an item is irreversible.



Once an item is sanctified:



It cannot be tempered again

It cannot be re-masterworked

It cannot be re-sanctifiedSanctification can do several things:



Add a new affix

Replace an existing affix

Remove a valuable affix and add a useless one

Add a special bonus (like an extra Aspect-like effect)

Add Unbreakable durability

Add massive stat bonuses

Or completely ruin the item



Sanctifying is pure RNG-this is the last place where Diablo 4 remains fully random.



Players need to think carefully before sanctifying an item. A single bad sanctification can destroy a perfect piece of gear permanently.



The Good News: Unique and Mythic Items Can Now Be Upgraded Too



One of the best parts of the new system is that Unique and Mythic items can be:



Masterworked to 20 Quality

Given a Greater Affix

Sanctified with random bonuses



Tempering does not apply to Unique or Mythic items, but everything else does.



This massively increases the endgame viability of Uniques.



Example:



Upgrade a Unique to 20 Quality

Gain a Greater Affix

Sanctify it for a bonus aspect or stat



You can now truly craft late-game Uniques into build-defining pieces.



Mythic Items Can Also Be Sanctified - But With Huge Risk



Mythic items are already some of the strongest in the game, but now they can be:



Masterworked

Rolled with a Greater Affix

Sanctified for bonus effects



However, sanctifying Mythic items is extremely dangerous.

You can:



Lose your best affix

Gain a useless affix

Or roll a mediocre bonus



But when it works?



You can create a Mythic item stronger than anything seen in Season 10.



Is the New Crafting System Better or Worse?



What's better:



No more RNG in tempering

You can choose your exact affixes

Unlimited rerolls as long as you have mats

Uniques and Mythics can be upgraded

Base stats get meaningful increases

More agency in Greater Affixes



What's worse:



You lose one tempering slot

Masterworking no longer boosts affixes

No more +5/+6 skill affixes

Less build potential for extreme min-maxers

Sanctification can destroy items permanently



Overall:



The system is less explosive but more stable.



Blizzard clearly wants:



fewer bricked items during tempering

fewer extreme outliers

more consistent late-game gear progression



Whether that's good or bad depends on your play style.



Final Thoughts cheap D4 materials



Season 11 introduces the most complex crafting overhaul Diablo 4 has ever seen. It reduces tempering RNG, simplifies Masterworking, and adds new pathways for powering up legendary, Unique, and Mythic items.



You gain more control-but you lose some of the high-roll excitement from previous seasons. And sanctification adds a high-stakes gamble to the top end of crafting.



Whether you're pushing Tier 100 dungeons, farming bosses, or just trying to perfect a build, mastering this new system is essential.
 

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