Diablo 4 Director Addresses Power Creep Concerns Ahead of Expansion


Diablo 4 game director Zaven Haroutunian has directly responded to growing player concerns about numerical inflation and power creep in the action RPG. The issue has become particularly relevant with the upcoming “Lord of Hatred” expansion, which will extend the Torment difficulty system to level 12. Haroutunian, who previously worked on Diablo 3, acknowledged that while Diablo 4 hasn’t reached the extreme inflation levels of its predecessor, it is approaching a critical point. The development team has made it clear they will not follow the “infinite growth” path that characterized Diablo 3’s late-game progression.
Haroutunian explained that his experience with Diablo 3 taught him how “infinite numerical growth” not only breaks game balance but also renders damage numbers meaningless. In Diablo 3, damage values escalated to astronomical levels—from single digits to trillions, quadrillions, and beyond—creating what many players considered a broken progression system. Despite attempts to compress numbers in Season 6, certain builds like the Spiritborn still achieved record-breaking DPS. The director emphasized that Diablo 4’s current design intentionally avoids this trajectory, though the game is nearing what developers consider a critical threshold for numerical inflation.

With the Lord of Hatred expansion introducing Torment difficulty level 12, some players have expressed concerns about repeating Diablo 3’s mistakes. System design director Colin Finer clarified that the new difficulty levels aim to fill gaps in endgame progression curves rather than simply amplifying numerical values. He provided specific examples: gameplay modes like Helltide become relatively simple once players have optimized their gear builds. The additional difficulty tiers allow players to voluntarily increase challenge levels to obtain better rewards, creating a smoother progression experience that maintains meaningful gameplay rather than just chasing bigger numbers.

The development team uses a “mountain climbing” metaphor to explain their design philosophy: when players reach what feels like a summit, they should see more peaks to climb rather than finding themselves with nothing left to accomplish. To support this approach, the expansion will introduce a new “War Plans” system that provides task combinations for additional rewards. More difficulty layers give high damage numbers practical significance within the game’s ecosystem, preventing them from becoming abstract figures without gameplay relevance. This represents a deliberate shift from Diablo 3’s approach toward more sustainable progression systems that maintain challenge and engagement over time.
