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Diablo 4 Season 14 has brought players numerous significant system changes so far, including new season content, adjustments to Mythic Uniques, and class balance updates.
Among all class builds, while Thorns builds remain one of the most distinctive playstyles in the game, since the start of the season, a large number of players have felt that the mechanics still lack the depth to compete with other mainstream builds.
The most requested feature from the community is Splintering Damage build within Thorns, which has been eagerly awaited.

Thorns has always been one of the most unique mechanics in Diablo 4. Unlike traditional pure damage builds that rely on spellcasting skills or maximizing critical strike chance, Thorns builds allow players to convert enemy attacks into counterattacks.
This unique mechanic, combining offense and defense, makes Thorns builds highly attractive to players who enjoy different combat rhythms.
Thorns players no longer need to constantly chase enemies and strictly manage skill usage resources as before. Instead, they can focus more on providing effective survival tools when enemies attack, while punishing those who try to attack them.
However, with Diablo 4 introducing a more robust progression system and more complex build interactions, many players feel that Thorns build in Season of Death Awakening is starting to feel outdated.
Diablo 4 Season 14 has continuously adjusted the energy sources related to Thorns. For example, previous balance adjustments increased several Thorn values, including Paragon node adjustments and Spiritborn-related bonuses, indicating that the developers are still actively monitoring this mechanic.
But for players who love Thorns, simply increasing damage numbers is not enough. A more important question is whether Thorns' mechanic should transcend being a passive reaction to enemy attacks?
The traditional Thorns build has a fatal weakness: players cannot fully control the timing of damage triggers.
Unlike Whirlwind, Bone Spear, or Lightning Storm, Thorns require an enemy to attack the player first to trigger. This causes several problems:
Typical damage-dealing builds in Diablo 4 Season of Death Awakening allow players to decide when to attack enemies, which enemies to attack, and how to maximize their damage output window.
However, Thorn's build works differently. Players must wait for enemies to attack first, meaning that this build's damage output depends partly on the monster's attack, rather than your Diablo 4 Items and skills.
While this mechanic increases your counterattack damage against a large number of high-difficulty enemies, your damage rhythm becomes very weak against bosses or slower-moving enemies.
Currently, the strongest builds in Diablo 4 Season 14 typically possess the following interaction mechanics:
The traditional Thorns build lacks these interaction mechanics. This deficiency makes it feel more like an independent system than a complete combat system, meaning it lacks a growth system.
This is why some players believe Thorns builds need a redesign, rather than simply a numerical increase.

Thorns Splintering Damage is not an official mechanic in Diablo 4 Season 14, but an innovative gameplay element developed by the player community based on Thorns mechanic, aiming to improve the future development of Thorns builds.
The core design principle of this gameplay is that Thorns should inflict continuous effects on enemies, not just instant counterattack damage. In this new damage system, when enemies are attacked by Thorns, they gain a new Splinter effect.
This fundamentally changes the mechanics of Thorns. Previously, Thorns only damaged enemies when they attacked you. Splintering Damage, however, causes enemies to suffer increasingly severe damage penalties over time when they attack you.
In Splintering Damage system, Thorns damage doesn't disappear immediately after dealing counterattack damage. Instead, it leaves behind splinters after each trigger, continuously dealing damage to enemies.
Another advantage of Splintering Damage is that it grants Thorns stronger battlefield control capabilities.
The more Thorns stacked, the better the control effect on enemies. It not only slows down enemy movement speed but also reduces their attack speed, creating more offensive opportunities for the player.
For Thorns-focused builds, Thorns will no longer be a passive defensive mechanism but rather a complete playstyle.
One of the biggest challenges facing Thorns build is its difficulty in efficiently clearing large groups of monsters.Splintering Damage addresses this by allowing Thorns effects to spread. For example, if an enemy accumulates too many shards, Thorns' effect will erupt or spread, dealing additional damage to nearby enemies.
This mechanism gives Thorns builds an advantage in some of the densely packed monster dungeons in Diablo 4 Season 14.
The problems with Thorns can be traced back to Diablo 4 Season of Death Awakening and even Season 13, but the official patch notes, such as Patch 3.2.0 PTR, have not yet revealed any adjustments to Thorns system or gameplay diversity.
Even so, judging from the frequent adjustments and changes made by the official team this season, Diablo 4's seasonal updates are increasingly focused on expanding build options through new item systems, balance adjustments, and class adjustments.
In response to the growing calls from the player community regarding Thorns mechanics and Splintering Damage, the most likely improvements in Diablo 4 will be the addition of new Diablo 4 Unique Items, new Legendary Aspects, and Paragon improvements.
EZG will also be monitoring these changes and updates. Furthermore, to facilitate smoother build construction and map clearing for players, we've provided quick access to a free resource giveaway at the top of the homepage navigation bar.
Click to access the giveaway and follow EZG Facebook to participate in discussions about Thorns gameplay and receive occasional free Diablo 4 resources.
In short, the adjustments aim not only to address the fatal weaknesses of Thorns' mechanic but also to create more reasons for players to actively build around it. Thorns will no longer simply reflect enemy damage but will evolve into a system based on stacking effects, sustained pressure, and battlefield control.
The proposals for Thorns and Splintering Damage represent the expectations of many players for future updates to Diablo 4, and there is still much room for improvement in the official team's efforts to diversify the build mechanics.
Blizzard Entertainment and CD Projekt RED have proclaimed a collaboration. The Witcher 3: Wild Hunt - Remastered will be released on Battle.net this year, and this collaboration will extend directly to Diablo 4. A Geralt-themed skin has been confirmed for release later.
Currently, Diablo 4 is still in Season 14 Death Awakening. Pandemonium Ruptures, Mythic Uniques 3.0, and other content remain the focus of the current season, and the developers are still continuously adjusting this update through patches. The timing of announcing Witcher collaboration is somewhat delicate.
According to the current schedule, Witcher 3 Remastered will be released on Battle.net at the end of September, by which time Season 14 will be nearing its end. Therefore, this collaboration may seamlessly connect with the update cycle around Season 15.

A Geralt-themed skin has been confirmed for this collaboration.
Once the new expansion Songs of the Past becomes available for pre-order on Battle.net, getting this will automatically grant you this Diablo 4 collaboration skin. If you miss the pre-order, don't worry, you can still unlock the skin after the expansion's official release in 2027.
However, the skin's full design hasn't been officially revealed yet, and its corresponding class is currently unknown. But considering the two series' settings, Geralt wouldn't feel out of place in Diablo 4.
Witchers in The Witcher 3 universe are a group of people who specialize in dealing with monsters, curses, and various supernatural troubles.
Geralt's iconic elements - Silver Sword, Leather Armor, Witcher Medallion, and Potions - fit seamlessly into Diablo's dark and bloody world. Putting Geralt in Sanctuary would almost feel like he's just taking on quests in a different location.
Of course, what we see now is only the first step in this collaboration. The good news is that both sides have confirmed they will announce more information at BlizzCon 2026, including further details on Geralt skin and future collaborations between CD Projekt RED and Blizzard.
Currently, Diablo 4 is still in Season 14, and Geralt collaboration was announced during this period, so it's open to either a later part of the season or a move into Season 15.
If I had to guess, I'd give Season 14 a smaller chance, but I wouldn't rule it out completely. This season started on June 30th and is still ongoing, with Pandemonium Ruptures, Mythic Uniques 3.0, and Solo Self Found still being adjusted.
More importantly, Season 14 already included an Overwatch collaboration at the start, including free Reliquary rewards, dyes, and store skins. Blizzard wouldn't find it particularly abrupt to schedule another Witcher 3 collaboration later in the season.
Personally, I think Season 15 is the more likely timing for this collaboration. The Witcher 3: Wild Hunt - Remastered will launch on Battle.net on September 29th, and both sides will continue to showcase Geralt skin and future collaboration content during BlizzCon 2026.
By the time the promotion truly begins, Season 14 will be in its later stages, naturally bringing the timing closer to the next season. If Blizzard wants to save this collaboration for the next update cycle, it would be natural for Geralt skin to launch around the same time as Season 15.
If you're already preparing for The Witcher 3 collaboration , you can also buy Diablo 4 Items from EZG.com to spend less time rebuilding your gear once the new content arrives.
This collaboration will also officially bring The Witcher 3 to Battle.net. The Witcher 3: Wild Hunt - Remastered will be released on September 29th, simultaneously launching on other platforms.
Remastered will continue to upgrade the graphics, performance, and gameplay experience, and will also include Hearts of Stone and Blood and Wine expansions.
For players preparing to start a new game, or those who haven't fully experienced The Witcher 3 before, this collaboration brings back almost all the existing main content.
Even more exciting is that CD Projekt RED has confirmed there will be new content coming soon: Songs of the Past will be released in 2027, and Geralt will embark on a new journey once again.
This time, the story takes place in Letten. This place retains its rich rural traditions and folklore, appearing quite peaceful on the surface, but harboring a long-dormant secret beneath.
Geralt will encounter a group of enemies he hasn't seen before, and his story choices will affect the fate of this land, as well as his relationship with an important friend.
It's quite rare for The Witcher 3 to receive a Remastered and a brand new expansion so many years after its release.

CD Projekt RED has clearly stated that The Witcher 3's release on Battle.net is just the beginning of their collaboration.
Currently, the only publicly revealed Diablo 4 content is Geralt-themed skin, but both parties have confirmed that they will continue to reveal collaboration details at BlizzCon 2026. Considering that the next Diablo 4 season is fast approaching, it remains to be seen whether other collaboration content will appear besides this skin.
At least based on the information released so far, this collaboration clearly doesn't intend to stop at just a cosmetic item.
With more Witcher collaboration details still to come at BlizzCon 2026, follow EZG Facebook for the latest updates and Player's Choice Giveaways, and tag your friends or followers to join the discussion.
For Diablo 4 players, Geralt is confirmed as the first Witcher to arrive in Sanctuary. As for when he will officially appear and whether he will be included in Season 15, we'll have to wait for BlizzCon 2026 to find out.
However, one thing is certain - Sanctuary has no shortage of monsters; Geralt won't be bored.
Diablo 4 Season 14 is currently in its final stages, with less than three weeks until Season 15 launches.
If you find yourself constantly crammed with Mythic Uniques, Legendary gear, and various high-level random drops, feeling like you're running out of space at the crucial moments of each season transition, you're not alone; this is a common struggle for most players.
As players invest more time in the endgame, the problem is no longer a lack of loot, but rather the difficulty in deciding which items are truly worth keeping and which are merely taking up storage space and need to be traded or disenchanted.

In Diablo 4 Season of Death Awakening, an item's value no longer solely depends on its rarity. The most important factors are whether the item has suitable Greater Affixes, whether it fits your build, and whether it will help with future upgrades or trading.
The biggest misconception among most players is that the higher the rarity of an item, the stronger it is. While Mythic Uniques are the lowest-dropping items in Diablo 4, they aren't necessarily the best choice for every character.
In fact, a poorly matched Mythic Unique is often worse than a regular Unique with compatible stats and Greater Affixes.
Therefore, for players currently in Endgame phase, the item priority order should be: build compatibility, Greater Affixes quality, item strength, and item rarity.
This is especially important for players tackling higher Torment difficulties, as even minor stat differences can significantly impact damage output and survivability at higher levels.
Besides build compatibility, Greater Affixes remain a crucial factor in gear evaluation.
However, simply having Greater Affixes doesn't guarantee an item's value. A high-rarity item, even with irrelevant Greater Affixes, may be useless to a player; conversely, a low-rarity item with suitable affixes can become a powerful, upgradable piece of gear.
Currently, the most popular Greater Affixes include:
For example, a weapon with a Greater Affix for weapon damage can be a highly valuable endgame item for many builds. Meanwhile, defensive or special attributes that don't contribute to core mechanics may not be worth keeping.
Therefore, when considering whether to keep or discard gear, players shouldn't ask themselves, "Does this item have Greater Affixes?" but rather, "Will my build actually use this Greater Affix?"

Charms are another major cause of insufficient inventory space.
Many players typically retain dozens of Charms at the end of Diablo 4 seasons because they believe these Charms might be useful in building builds for the new season.
However, in reality, unless a particular Charm provides a significant skill boost or strong trading potential, its value in the new season is quite limited.
The most valuable Charms in Diablo 4 Season 14 are typically those that boost important skill levels, such as:
These skill boosts directly improve your build's skills and are generally more valuable than general attribute bonuses.
Maximum Resource Charms are more valuable for certain builds, such as those requiring continuous skill casting and heavily reliant on resource management.
However, this doesn't mean you should keep all Maximum Resource Charms you find in your inventory. If you don't plan to play such a build in the next season, you can choose not to put them in your inventory.
Tradeable Charms are those that you can keep even if they don't benefit your build or upgrades. Examples include:
These Charms have high trading value in Diablo 4. For players who are keen on investing in the game, these Charms are worth keeping in your inventory so you can trade them for Diablo 4 Gold or other materials to upgrade gear when Season 15 launches, preparing for the early game.
Similarly, to help players smoothly transition from Season 14 to Season 15, EZG has prepared a free giveaway shortcut for resources in the homepage navigation bar. Follow EZG Facebook to participate in discussions and giveaways.
Whether you keep these extra resources in your inventory or disenchant them, they will be beneficial to your season progress.
Do you need to keep all Mythic Uniques you obtained in Diablo 4 Season of Death Awakening? Not necessarily.
While players complained about the low drop rate of Mythic Uniques at the start of Season 14, highlighting their rarity, they are also a major reason why many players run out of inventory space.
A common misconception is that an item is rare, so I should keep it. However, you should be considering whether your current or future build will need these Diablo 4 Items.
If the answer is no, then this Mythic Unique might just be taking up inventory slots. In some cases, a regular Unique with superior affixes might perform better than a Mythic Unique because its stats are more suitable for the current build.
Therefore, even with a Mythic Unique, you need to consider whether it will improve your character's strength before deciding whether to keep it in your inventory.
Due to limited inventory space, knowing which items to remove is just as important as knowing which to keep.
Players will notice a significant difference after entering Diablo 4 Season 14: low-item-power gear generally cannot compare to high-level drops. Unless the item has exceptional affixes, it's usually best to disenchant it for other crafting materials.
Your inventory should be reserved for items with real upgrade potential. Most items without usable higher-level affixes should be removed, unless they fall into the categories I listed above.
In short, Diablo 4 Season of Death Awakening is full of powerful loot, but managing it is just as important as acquiring it.
A full inventory doesn't necessarily mean a powerful character; in many cases, it just means your inventory is cluttered with junk.
Therefore, the key to efficient gear management lies in recognizing true value. Instead of blindly pursuing rarity, focus on useful powerful affixes, synergies, and trade potential.
By clearing out unnecessary gear and keeping only meaningful upgrade sets, players can reduce the time spent organizing items and spend more time farming truly important ones.
Diablo 4 Season 14 brought players a brand new area, a new endgame event, and a new class balance adjustment. Originally, Blizzard only needed to build a complete season mechanic on this basis, adjust some class skills, and then let the existing momentum drive the season smoothly.
However, Blizzard didn't do a good job. Season of Death Awakening was disappointing in almost every aspect. This wasn't because it was fundamentally flawed, but because a series of poor decisions, slow responses, and design inconsistencies ultimately eroded the player experience.
Season 14 is expected to end around mid-September. Now that we're in the mid-to-late stages of the season, let's summarize Diablo 4 Season 14 together.

Blizzard's promotion for Season 14 mainly focused on the rework of mythic unique items. These changes promised a richer variety, easier crafting, and clearer acquisition methods, such as through Horadric Cubes, Blacksmiths, and Jewelers. What players actually experienced was a textbook example of chaotic management.
At the launch of Diablo 4 Season 14, item drop rates were absurdly low. Mythic items were virtually nonexistent; even hardcore grinders might go dozens of hours without finding a single Mythic item.
Meanwhile, the crafting system, which was supposed to provide security, was a trap. For example, Horadric Cube upgrade option didn't upgrade your existing unique items to Mythic versions.
Instead, it would consume your best unique item and then give you a completely random Mythic item - usually useless for your character build. This led to countless heartbreaking moments for players: they destroyed their perfectly crafted gear, only to receive a Mythic item they couldn't equip or didn't want.
Worse still, initially you could only equip one crafted Mythic item at a time. This meant that even if you successfully crafted a useful Mythic item, you couldn't combine it with other crafted items unless you wanted to reforge the same Mythic item for better stats, a process that required a significant amount of gold.
After player protests, Blizzard finally intervened. However, this time the fixes weren't gradual adjustments, but rather a sudden, massive overload.
The drop rate for seasonal bosses was drastically increased. On the highest difficulty, you could get a Mythic item almost every three kills. Coupled with a bug allowing players to reset and re-enter boss fights an unlimited number of times, players' inventory was instantly flooded with Mythic items. What were once the rarest loot items were now almost as common as regular Diablo 4 Items.
This was a huge irony, creating two extremes in the early to mid-game, I believe both situations are detrimental to the game and unsuitable for long-term character development.
One of the major selling points of Diablo 4 Season 14 was Deathtoll Chambers, accessible only by defeating Realm Walker. This chamber was supposed to drop Diablo 4 Superior Lair Keys.
However, in the first two weeks of the season, Deathtoll Chambers didn't drop any Superior Lair Keys. Not a single one. As a result, the entire mechanism became meaningless - players had no reason to enter these chambers because they were of little value compared to other activities.
When Blizzard finally fixed the bug, they overcorrected once again. The drop rate of high-level dimensional keys in chambers became abnormally high, and a new bug appeared that allowed players to repeatedly complete the same chamber without consuming keys.
This led to an unlimited supply of Superior Lair Keys, completely destroying the key economy and erasing any sense of progression and scarcity in the late game.
Blizzard always seems to be stuck in a cycle of doing too little, too late, and then too much.
Every season of Diablo 4 is rife with class balance controversies, and Season of Death Awakening took this to the extreme. While the strength of each class fluctuated to some extent, Rogue was always the most controversial.
A bug appeared early in the season that allowed Rogues to infinitely increase their damage using specific skill combinations and legendary affixes. This wasn't a minor damage boost; it was a game-breaking bug that allowed rogues to instantly kill world bosses, clear 150 levels of Abyss in seconds, and completely dominate all endgame content.
This bug persisted for about a month, and Blizzard eventually fixed it, but the damage was done. The perception that the development team was either indifferent or slow to react severely damaged the trust of a significant portion of the player base. Worse still, this wasn't even the first time a rogue's infinite damage bug had dominated a season - it had almost become a regular occurrence.
Beyond the game-specific issues, Diablo 4 Season 14 exposed deeper, systemic problems in Blizzard's online service management.
Despite strong protests from the player community, critical bugs and balance issues took weeks to resolve. In the fast-paced seasonal mode, two weeks felt like an eternity - by then, a significant portion of active players may have already left.
Even when fixes are finally implemented, they are often too radical, causing problems to quickly shift from one state to another. This suggests Blizzard lacks internal testing or that its design philosophy is reactive rather than proactive.
Blizzard's promises regarding Deathtoll Chambers and epic gear crafting are either inaccurate or completely false and do not reflect the actual in-game situation.
Low drop rates, a confusing crafting system, and various bugs lead many players to invest dozens of hours in activities that ultimately yield no reward. This experience breeds resentment, not loyalty.
This concludes our summary of Diablo 4 Season 14. If you want to know more about Season of Death Awakening, follow EZG Facebook. We offer the latest news and occasional giveaways to help you acquire more useful resources. Participating is simple: just tag your fans or friends in the comments section of our Facebook page.
While Blizzard hasn't officially released player numbers, various indicators from social media, streamer activity, and third-party tracking websites suggest a sharp decline in player engagement after the second week of the season.
Blizzard should have the largest and most loyal player base and the highest player satisfaction. However, they squandered this momentum due to a series of avoidable problems. Hopefully, in Season 15, the official team can prevent further issues through more thorough testing, clearer communication, and faster response times.
In Diablo 4 Season 14, there's a type of death that can easily frustrate players. One second your character is clearing mobs normally, the next second their Health Globe suddenly turns green and their health starts steadily decreasing. Drinking potions, repositioning, even leaving the original danger zone - DoT damage continues to drain their health.
Many players instinctively assume this is poison damage. After all, the green Health Globe, the continuous health loss, and the damage continuing even after leaving the ground all fit the intuitive understanding of poison.
However, a green Health Globe doesn't necessarily mean the character has been poisoned. Diablo 4 uses similar green effects to indicate various types of DoT damage.
Therefore, some deaths that players attribute to poison may actually have completely different origins. In high-tier Pits, the real problem is often not the high damage, but the difficulty in discerning its source.

Diablo 4 Season 14's high-tier Pits are never short of instant-kill mechanics. Saw blades, lightning, volcanic, fire explosions - at higher difficulty levels, these attacks can instantly evaporate a character's health bar.
However, the feeling of these attacks differs. Skills like saw blades and lightning, while dealing high damage, are relatively obvious; players can spot them quickly and mitigate them through movement and dodging.
Dying in these situations usually allows players to pinpoint the cause. As long as the feedback is clear enough, it rarely causes much confusion.
DoTs are different. Often, players only see their health bar drop but don't know which monster or skill caused it, sometimes not even identifying the damage type.
High-tier Pit attacks are already filled with visual effects, elite affixes, and ground effects; if the source of damage is also concealed, it becomes extremely difficult to analyze.
The real problem is that this type of death not only affects the combat experience but also makes it difficult for players to determine what went wrong with their defense.
Such disagreements are common in community discussions about DoTs: some feel player builds are too damage-oriented and should focus more on resistances and damage reduction; others, despite having high life, armor, and resistances, still experience sudden deaths.
However, Diablo 4 Season 14 lacks comprehensive death information, making it difficult for players to pinpoint the problem: is it insufficient defense, excessively high skill damage, or an initial misjudgment of the damage type?
Without identifying the cause, deaths cannot effectively guide build adjustments. Players are unsure whether to modify Diablo 4 items in their build or simply avoid certain monsters, easily concluding: "This thing can one-shot me, so it's faulty."
However, poison damage itself isn't entirely without numerical issues. In high-tier Pit builds, some DoT damage can indeed outweigh the healing from continuous potions, even becoming one of the few mechanisms that reliably threatens a fully developed character.
Because these types of DoTs (Damage over Time) are more likely to directly threaten characters in high-tier content, poison damage has become one of the most discussed topics in the community.
This type of damage certainly deserves adjustment, but if the issue remains solely focused on the poison damage values, similar controversies will soon arise over other mechanics.
While poison damage was the focus of discussion in Season 14, other elite affixes might be addressed next time. Adjusting a single mechanic only solves the most immediate problem, but it's unlikely to prevent similar controversies from recurring.

If the developers truly want to resolve these controversies, the most direct solution isn't to continue adjusting Health Globe colors, but to implement a complete death feedback system.
After a character falls, Diablo 4 should at least tell the player a few things: which enemy dealt the last fatal blow, what skill was used, what type of damage it was, and what damage was primarily received in the seconds before death.
For DoTs, the source and duration of the effect should be clearly indicated, letting players know whether they were poisoned, burned, or subjected to other forms of damage over time.
This information doesn't need to be as complex as a combat log. Even a simplified death panel, clearly listing who dealt the damage, what skill, what attributes, and how much damage, would be far more effective than relying solely on Health Globe color.
More importantly, it directly supports build adjustments. If players consistently die from fire DoTs, they'll know to check their fire resistance and corresponding damage reduction; if a particular elite skill consistently causes fatal damage, they can adjust their positioning, skill rotation, or defensive setup accordingly.
Death can be more than just a failure; it can truly provide a basis for future adjustments.
And while you're keeping up with Diablo 4 Season 14, follow EZG Facebook for more updates and our Player's Choice Giveaway. @ your friends, followers, or fellow players so they can join in too.
Diablo 4 doesn't lack high-damage mechanics; what it lacks is clear explanation of these damage types. High difficulty can be retained, but death should at least let players know what needs to be changed next.