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Diablo IV: Lord of Hatred review
ReviewsDiablo IV: Lord of Hatred review
AAA Titles
9.4/10

Diablo IV: Lord of Hatred review

adi

Adi Zeljković

Reviewer

19/05/2026Published
11 min readRead Time

One way to see Diablo IV now is through fresh eyes, as Lord of Hatred nears. True, the series today stands taller than ever before - alive, sharp, built on real momentum. Yet the last big update, Vessel of Hatred, fell short despite a thrilling start. That gap between hope and result raises what comes next even higher. Pressure piles deeper because this installment must do two things at once: reach Skovos at long last, a place players have asked for since day one, while closing out the entire Hatred arc with Mephisto stepping forward into the storm.

Hype around game releases sometimes crashes hard when reality shows up late. Yet here, Lord of Hatred sidesteps the usual stumble. Instead of fading out, Diablo IV's latest chapter pushes forward with sharper claws. Because it does more than keep pace - it pulls heart and history into one tight knot. After years of buildup, loose threads find their ending in a finale that feels earned. While many sagas fumble at the finish line, this one lands with weight. So after countless battles and whispered lore, the journey finally breathes meaning. Wrapping up the Hatred Saga brings a sense of weight, closure, yet surprise. With its arrival, Diablo IV gains staying power - thanks to two strong additions to the class roster, noticeable upgrades across systems, along with fresh challenges that linger well past level cap.

Right after Vessel of Hatred wraps up, Lord of Hatred kicks in. Mephisto ends up inside Akarat’s body - the legendary hero revered across Sanctuary. Wearing that familiar face helps him slip into trust fast. Miracles start appearing wherever he goes, though they’re really just tricks shaped by deception. Because of these acts, crowds begin seeing him as pure light, not danger. He promises healing for broken soil, even damaged hearts. Followers believe he can wash sin away, making them whole again.

He becomes harder to stop this way. Warriors who know better still follow him, not due to weakness but need. Life there is harsh, cracked wide open by suffering - he sees it clearly, uses it without mercy. What feels like rescue turns into chains when he speaks. Hope bends sideways under his words, faith gets reshaped quietly. Now some watch the Wanderer walk beside Lorath and Neyrelle and see something else entirely. Now seen as threats, these figures face suspicion for challenging a cherished holy figure. Since whispers claim the Wanderer carries cursed bloodlines, trust slips further - Mephisto's evil hides behind that shadow.

Darkness looms. A vast eclipse nears. The team moves toward the old archipelago of Skovos, driven by need - aid waits there, maybe even a means to end Mephisto for good. This isn’t mere backdrop scenery tossed in for flair. Across Diablo history, Skovos stands tall - the first soil where people rose, stronghold of warrior women, sanctuary of seers touched by gods. Hints about it surfaced long ago, back in Diablo II; now, stepping into its lands feels like touching legend made real.

Blessed are the views on Skovos - it carries the weight of its past without stumbling. A sharp beauty lingers in every frame, anchoring Lord of Hatred with imagery you won’t shake soon. Sun-drenched shores stretch below jagged bluffs, shaped by fire long cooled, dotted with shrines worn thin by time. Think: sea light glinting off broken marble, winds howling through forgotten halls - places that hum with old reverence. This holiness isn't just backdrop; it twists the gut when shadows creep in. Where there was peace, now violation spreads quiet and wrong. What once felt untouchable now bends under rot, making loss something you see, not just hear about.

Land breathes Mephisto’s rot just like flesh does. From salt-stained shores rise the Drowned, dragging themselves through surf to slam into warrior women time after time. Forests hold things now - gnarled shapes that were once animals, stone figures with broken prayers inside. Not every threat wears a demon’s face; some wear bark, bone, or seaweed. Yet horned horrors still crawl out of cracks when nobody's looking. Familiar fire still burns beneath new nightmares.

For those who play, fighting in Lord of Hatred keeps the soul of Diablo IV intact. And that’s fine - no complaints here. After all, Diablo IV already delivers among the best action-RPG battles around, mixing wild energy with clear feedback and raw strength. This add-on adds layers instead of starting over. On Hard mode, foes at first stand firm, hitting hard when errors happen. Yet as your character grows stronger, waves of enemies fall apart just like before, crushed under moves that feel powerful, clean, unmistakable.

Yet things get tough even when feeling strong. Boss battles here push harder than common foes do. Some stand among Diablo’s toughest ever seen. Position matters. So does knowing what happens next. Timing shifts everything too. Mechanics shape how each clash plays out. Like that brutal Lilith battle - wrong spot means death fast. Many new bosses need more than just heavy attacks.

A single foe advances so fast that sluggish skills feel nearly useless. Across different fights, opponents turn immune at times, which pushes players into risky zones where hitting switches or stepping on triggers keeps things going. One battle makes you feel totally powerless - though explaining why might ruin a standout scene from the add-on. Talking about Lord of Hatred comes with hurdles like this; certain highs hit harder when seen yourself. Even so, mentioning that several duels could rank among Diablo’s finest feels fair enough.

Same issue shows up with the narrative. Much of what gives Lord of Hatred its edge unfolds late in the expansion, so going deep into it spoils key reveals. This feels annoying yet promising at once. Annoying since certain plot turns do something fresh - worth sharing out loud. Yet there’s hope too, given how powerful those scenes hit when uncovered firsthand.

Slow at first, the tale gradually finds its rhythm while some parts feel underdeveloped. Still, what follows makes up for it well. Though the name hints at shadows, and sorrow strikes often across the journey, this isn’t just a path through wickedness, decay, or defeat. Beneath everything, threads of affection, giving oneself for others, standing firm, and refusing to let go of light quietly hold the whole thing together. Strange as it might seem, Diablo doesn’t usually dwell on emotion - yet this add-on handles such ideas without watering them down. Played out in bloodshed, grief, deceit, and shadow, the weight grows heavier instead of fading away.

Darkness pushes against light, shaping what this new chapter stands for. Horror wraps around tragedy, tied tight with threads of demonic decay - yet out of that comes a quiet strength, like kindness surviving frost. When all else crumbles, care remains, stubborn and unpolished. Hope does not shine brightest in safety; it glows because the world went black. This stretch of the tale breathes differently - closer to real breaths, real pain. Diablo IV folds inward here, tighter, clearer, less noise. People keep moving forward, boots heavy, hearts bruised - not despite lies, terror, rage, but through them.

Out here, shadow meets glow again thanks to two fresh options at character creation - meet the Paladin and the Warlock. Not new to everyone, the Paladin arrived months ago for those who grabbed Lord of Hatred early, bringing exactly what veterans hoped for. Comforting? Yes - like an old hymn sung loud in a cathedral thick with dust and light. It stands firm as a beacon, just as past versions did, armored in purpose and divine weight. Power flows through it, clean and sharp, keeping the spirit alive without rewriting history.

Yet the Warlock stands out as the one worth focusing on now. Usually, such characters draw strength from bargains struck with infernal beings across fantasy tales. In Diablo IV, that idea shifts - twisting into something sharper, better suited to its world. Rather than bowing to demonic wills, these casters track down fiends, trap them, then compel obedience. Power flows not from surrender, but control. What defines them isn’t alliance - it’s mastery.

A classroom feel sets this one apart. Four core types shape the Warlock - picked by which dark force you draw strength from: Legion, Vanguard, Mastermind, or Ritualist. Depending on your choice, how you wield that power shifts completely. Playstyle changes, not just abilities.

Right away, the Warlock leans into summoning by default. Take a mix of Ritualist and Legion traits - suddenly you're staying behind, calling up demon helpers, while flames spread across the field. Fun kicks in fast if guiding creatures or lighting up zones feels right to you. Still, swapping gears works too; stepping forward, fighting close, making things personal. Plenty of room to shift how you play, even when starting down one path.

Darkness moves instead of summons shape how this Warlock fights. Strange beings rise from deep below, followed by clinging swarms that drain and twist. Chains snap out of nowhere, binding foes mid-step. Traps wait silently where shadows gather thick. Power flows through these tools, not just creatures pulled into battle. A flicker here, a snare there - control comes quietly. Direct strikes carry weight too, fed by void-touched force. Not every trick relies on calling help. Some moments demand stillness, others sudden lurches forward. This path leans into what hides beyond sight. It favors those who strike unseen, then vanish again.

Getting more room to shape your hero comes from how character growth changed across the game. Not just starter ideas from Blizzard matter now - skill trees got deeper, levels stretch further. Seventy marks the new peak, ten beyond where it was, letting choices breathe longer. Players once stuck near limits can now test odd combos or polish tried ones. Since launch, fans have swapped tactics nonstop, hunting what works best when the grind ends. For sure, that gameplay style isn’t going away. Still, Lord of Hatred turns shaping your own character into something that actually works - and feels good while doing it.

What stands out now is putting as many as 15 points into just one skill. This opens paths once closed, yet the real twist lies elsewhere - how some powers shift their nature when crossing set limits. Before, picking a route meant leaving whole branches untouched, since they served different styles. Not so much anymore. When fire-driven moves can evolve into shadow-charged ones, forgotten corners start mattering again.

Surprisingly, the tree seems tighter at first glance, yet ends up feeling looser once you dive in. Because of this shift, trying alternate paths becomes natural, old ideas get another look, while forgotten mixes suddenly seem worth testing. What stands out is how choices start to reflect personal style instead of just preset roles. Without needing to map every option, the impact on Diablo IV's long-term gameplay reveals itself quickly.

Later updates bring some bright spots, even if they need extra weeks to fully shine. A fresh highlight? War Plans - letting you line up five tough tasks like Nightmare Dungeons or Pit challenges ahead of time. Not just another small tweak, really, this could reshape how late-game hours flow. Instead of guessing your next move or clicking through screens endlessly, everything lines up ready, one after the next. Things unfold easier when choices are already set.

Getting better stuff just got smarter thanks to the Horadric Cube. Diablo IV sometimes feels like wading through piles of junk where almost none of it helps much. Yet here comes this new tool - meant to fix that mess by letting people tweak gear on their own terms. First glance? A bit messy, sure - the layout isn’t instantly clear. Still, once you dig deeper, the concept holds real weight. With smart changes down the line, it might reshape how loot works in the game entirely.

Right from the start, Lord of Hatred stands out as more than just extra material. Though players may not finish every late-game task, it already fits naturally into the experience. Strengthening core elements of Diablo IV, it also brings useful tweaks that make gameplay smoother. A clearer path forward now shapes how you move through the world. Best of all, the tale told here might be the strongest in the franchise so far. Full of weight, shadow, and raw feeling, it hits hard - yet somehow reflects moments we know today. Still, it never loses that classic Diablo edge.

What stands out most is how fresh everything feels. Two strong new classes arrive alongside a region worth remembering. Boss fights hit harder now, designed with more bite. Character options stretch further, offering paths not seen before. The finale of the Hatred Saga lands with weight, built to last. This isn’t just extra material dropped into Diablo IV. It lifts what was already there. Future tales seem possible - Blizzard leaves hints in plain sight. That possibility matters, given how much energy remains in this world. Even should this mark an ending, though, it closes on something complete. One of the franchise’s best chapters ends here, quietly sure of itself.

Total Score
9.4
AmazingMust Play

Diablo IV

Activision Blizzard 06/06/2023
Available On: PC PlayStation Xbox

The Good

  • ● Warlock and Paladin classes are a blast to play
  • ● Endgame content is more streamlined and approachable than ever
  • ●

The Bad

  • ● A few plot points felt rushed or half-baked
  • ●
  • ●

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#Diablo IV: Lord of Hatred

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adi

About Adi Zeljković

They say he never sleeps! He lives in the blur between code and screen. While the world rushed through levels, he transcribed the cries of fallen bosses and the whispers of the machine. After 30 years in the digital trenches, his ink is binary. He isn't here to review games—he's here to archive the chronicle of our digital existence.

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