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Blizzard Reopens Level Scaling Debate for Diablo 5, Vows ‘Somewhat Different Approach

September 24, 2026 · Gamer24H Editorial Team

Blizzard Entertainment has signaled that Diablo 5 will depart from the monster level-scaling system that has defined the last two entries in the franchise, with director Joe Shely telling PC Gamer the sequel will take a “somewhat different approach” to how enemy difficulty tracks with player progression. The revelation came during a recent group interview, though the action RPG itself remains roughly three years away following its BlizzCon teaser earlier this month—a brief clip that offered no gameplay and left most of the sequel shrouded in mystery.

For years, the level-scaling model introduced in Diablo 3 and refined in Diablo 4 has drawn criticism from a segment of the fanbase. Diablo 2 relied on level ranges tied to each area, meaning enemies stayed meaningfully weaker than a well-equipped character and created those satisfying moments of overwhelming power. The newer games instead let monsters scale in difficulty as the player levels up, which smooths the experience but compresses the power spikes that come from landing a strong item or clearing a tough stretch of content. Shely framed the tension around that core fantasy.

A Power Fantasy at the Heart of Diablo

According to Shely, the sense of a character growing into a demon-slaying force is central to the series’ identity, and automatic scaling can undercut that feeling. “Diablo is a game that, in many ways, is about your character getting stronger and when the monsters get stronger at the same time, especially outside of your control… You’ve filled the experience bar, you get stronger, you should feel awesome now, a wave of light pulses out from you, a bunch of monsters die,” he explained. “That’s wonderful, but then you’re going to go hit some more monsters and you should feel powerful. And sometimes automatic scaling can get in the way of that feeling, which is so core to it, and that’s why this is a really important question. And so, we’re going to take a somewhat different approach to that in Diablo 5.”

Diablo 5 angel character concept art featuring a winged figure wearing a cloak reaching out toward the viewer.

“Diablo is a game that, in many ways, is about your character getting stronger and when the monsters get stronger at the same time, especially outside of your control… You’ve filled the experience bar, you get stronger, you should feel awesome now, a wave of light pulses out from you, a bunch of monsters die. That’s wonderful, but then you’re going to go hit some more monsters and you should feel powerful. And sometimes automatic scaling can get in the way of that feeling, which is so core to it, and that’s why this is a really important question. And so, we’re going to take a somewhat different approach to that in Diablo 5.”

Joe Shely, Diablo 5 director

The comments arrive as Blizzard has already teased other nods to the series’ heritage. The studio confirmed that every dungeon and open-world zone will render differently on each visit, reviving the procedural generation that was a hallmark of Diablo 2 and signaling a broader interest in reclaiming core elements from the franchise’s history.

Friction as a Feature

For those watching the broader genre, Shely’s willingness to rethink a foundational pillar of recent Diablo games is welcome. Newer action RPGs like Path of Exile 2 demonstrate how friction—running into monsters far too powerful for your current build—can make the grind for better loot feel meaningful when there are genuine risks on the line. In a post-apocalyptic Sanctuary where the demon lord has already won, finding a new sword that lets you crush the monsters who humiliated you a few levels earlier should emphasize the progress you’ve made on your journey to save the world from Hell’s army.

Diablo 5 executive producer Matt Zitterman, narrative director Jennifer Hepler, and game director Joe Shely.

Looking Ahead

Diablo 5 is set in a post-apocalyptic world where the demon lord has won, and Blizzard has indicated that regular development updates will begin next year, with player feedback woven into the process along the way. The level-scaling question is likely to be one of the most closely watched design decisions in the years ahead, and how far the team goes in recreating the classic Diablo power fantasy will be a key measure of the sequel’s ambition.

For readers tracking the wider landscape, the full slate of upcoming titles can be explored in the 2026 games roundup, while the latest releases are detailed in the Best PC games guide.

Related Article: Baldur’s Gate 3 Gets a Whole New Region in Act 2 — 30+ Fights, 70+ Items, Two Years in the Making →
Kaynak: PC Gamer ↗

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