PC

Diablo IV: Lord of Hatred Review

9.0 Superb
Cropped Me Bw By Steven Mills April 21, 2026 12 min read

This review follows Output Lag’s comprehensive review methodology.

9.0 /10
Superb

About Diablo IV: Lord of Hatred

Developer
Blizzard Entertainment, Inc.
Publisher
Blizzard Entertainment, Inc.
Release Date
April 28, 2026
Platforms
PC

Where to Buy

Price: $39.99

It’s finally time to face Mephisto. After years of buildup, after years of watching the Lord of Hatred manipulate events from the shadows, I was finally standing before him in his full terrible glory. The moment landed with the weight it deserved. Diablo IV: Lord of Hatred isn’t just an expansion; it’s a culmination, a payoff for everyone who’s been invested in Sanctuary’s darkest chapter since Diablo 4 launched in the summer of 2023. Not to scare you, but that’s been nearly 3 years. Damn, time has flown. Diablo IV: Lord of Hatred is the perfect capstone ending to the highly anticipated ARPG’s first “Hatred” saga and showcases just how far the game has come since release.

Diablo IV: Lord of Hatred’s Lord of Hatred Awakens

For those like me who have been eagerly awaiting this showdown with Mephisto, let me put your worries to rest. This expansion understands that Mephisto isn’t just another demon to kill. He’s the Prime Evil of Hatred, and Blizzard leans into what that means. The campaign doesn’t rush toward a climactic boss fight. Instead, it lets Mephisto’s influence seep into everything: the dialogue, the environments, the way NPCs turn on each other in moments of paranoia and spite. You will watch characters you’ve grown attached to in Vessel of Hatred and the base game make choices that feel inevitable and devastating, their arcs concluding in ways that genuinely surprised me throughout.

This emotional weight here surpasses anything in the base game. There’s a sequence midway through where you’re forced to confront what Hatred actually means to you as a player, and the game doesn’t flinch from the implications. When the final confrontation finally arrives, expect to feel that actual weight. You’re ending something that has been building across hundreds of hours of play. The resolution managed to resonate through the credits, which is exactly what a Diablo finale should do.

Even though I enjoyed Vessel of Hatred, the narrative at times felt unimportant or even uninspired. Sure, we had a goal, but it didn’t always feel poignant. On the contrary, Diablo IV: Lord of Hatred is top-notch storytelling and a stark reminder of the caliber of creative minds over at Blizzard. They still got it.

Diablo IV: Lord of Hatred – Screenshot 4

The Shores of Skovos

Skovos feels like stepping into a different game entirely. After the perpetual gloom of Sanctuary’s mainland, the sun-bleached shores and olive groves of the Amazon homeland hit like a breath of fresh air. The Mediterranean aesthetic isn’t just a visual palette swap; it changes how exploration feels. I found myself actually stopping to look at vistas, something I really didn’t do in the Fractured Peaks or Hawezar. Don’t get me wrong, I love the dark and precarious feeling Diablo typically gives, but giving the Diablo 4 engine the chance to really shine with its beautiful textures in a bright and beautiful landscape, especially paired with what is at stake in this expansion, was a really good move.

The Amazon culture woven throughout the zone gives it an identity that base game regions often lacked. Ruined temples to warrior goddesses dot the hillsides. NPCs speak of traditions and histories that feel distinct from the rest of Sanctuary. The dungeon design takes advantage of the setting too, with coastal caves and crumbling coliseums replacing the familiar crypts and cellars. It’s the most cohesive zone Blizzard has created for Diablo IV, and it makes me hope future content and sagas continue this level of environmental ambition.

The Paladin’s Crusade

I rolled a Paladin back when the class unlocked, but decided to play some more: it immediately clicked. The holy warrior fantasy is fully realized in DIablo 4, with skill trees that let you build everything from a frontline crusader to a support-focused healer. My first build centered on consecrated ground abilities, turning every fight into a territorial control puzzle where I’d bless patches of earth and then bait enemies into my sanctified kill zones.

To put is simply, The Paladin’s back, and yeah, it plays pretty much how you’d remember from tearing through Sanctuary in Diablo 2. Just stronger and cooler looking. Tons of defensive toys, plus some absolutely broken build paths, like an aura setup my co-op buddy cooked up where he basically just strolled through every pack in the game while everything around him died. Didn’t even really have to press buttons, just pure holy devestation.

Diablo IV: Lord of Hatred – Screenshot 1

The Deadly Warlock

The Warlock arrived as a surprise addition, and it might be the most fun I’ve had with any Diablo IV class. The skill kit feels genuinely unique, mixing curses, demonic summons, and channeled destruction in combinations I hadn’t seen before. I stumbled into a Doom and Chain Arrow build that let me tag enemies with a delayed detonation curse, then watch them explode in sequence as my chain arrows linked them together. I’m not even sure if this was the intent or even thought of, but as a huge World of Warcraft fan, I genuinely felt as though I was Sylvannas, quickly hurling chains of death in every direction, binding my enemies and eviscerating them at the same time.

The builds go everywhere. You’ve got Legion stuff that’s basically Necromancer-adjacent, where you just park yourself behind a wall of summoned demons and let them handle it. Or you go Vanguard and, look, you kind of become the demon, which is the pick if you want to be the one doing the bad thing personally. Paladin is warm nostalgia and I’m happy it’s here…I was so damn excited for the class. But man, the Warlock is the class that really surprised me here. Blizzard knocked it out of the park and this is peak class design for an ARPG. The disciplines each feel distinct enough on their own, and once you start blending them, you end up with these weird hybrid builds that I know people will theorycraft to make some insane meta builds, but even without all the perfection, every Warlock build I tried was simply fun to play. The class rewards creative play in ways the original roster sometimes doesn’t. Experimenting with curse interactions and timing windows even just on the surface felt rewarding and intuitive.

Diablo IV: Lord of Hatred – Screenshot 2

The Big Rebalance

The bigger deal, though? All six of the returning classes got torn down and rebuilt. Used to be, you’d hit the tree and most of the juicy nodes were just flat passive bumps, more damage here, more survivability there, the boring stuff that was boring precisely because it was so obviously correct. That’s mostly gone. Now you’re making actual forks in the road.

Changes like this rule, honestly. They stop you from defaulting to the safe passive picks and push your character somewhere with a bit of personality, which matters way more than it sounds like when you’re running the same class as someone else in co-op.

That said, it’s not all clean. Skills now eat up to 15 points instead of five, which is a lot, and once you’ve locked in your bases and tweaked those you actually care about, the back half of leveling turns into the same old “which number do I make bigger” shuffle we were already doing. Still a net win, though. The freedom to actually reshape what your abilities do is genuinely great. I have a feeling Blizzard isn’t done with this sweeping change, and I’m excited to see what they have in store for making the classes even better.

Diablo IV: Lord of Hatred – Screenshot 3

The Real End-Game

Honestly, one of the hardest things about reviewing a new game is predicting whether the endgame’s actually going to hold up once you’ve been grinding it for months instead of days. I fell into this exact trap when vanilla Diablo 4 dropped back in 2023, said some stuff about its endgame I ended up regretting a few weeks later when the cracks started showing (my bad, for real). Sometimes an endgame feels electric out of the gate, and then a couple weeks go by and suddenly it’s thin, repetitive, and way less deep than you convinced yourself it was.

I’ve mostly had a good time with Diablo 4’s endgame stuff across its life so far, the Tree of Whispers bounties in the base game, the raid-adjacent thing from Vessel of Hatred, all of it. And to Blizzard’s credit, they’ve been constantly trying to figure out the best way to handle end-game in Diablo 4. It’s no easy feat, trying to perfect the end-game of an ARPG.

But this is a game that basically dares you to play it every single waking hour, and every version of the endgame up to now has hit a wall a few weeks post-launch because each one leaned on too small a pool of activities. They were fun. Just not enough of them. So I went into Lord of Hatred’s endgame with my guard up. Could Blizzard finally cook up something with actual staying power? After a few hours with it and a chat with the devs about where they’re taking it, yeah, I think they’ve actually been listening. What they’ve built here has a much better shot at keeping me locked in for the long haul.

Once you’ve punched the Lord of Hatred in his stupid face, the main loot-grinding engine going forward is War Plans, this structured playlist system that points you at different endgame activities and just… rips the door off the hinges for you. Maybe you clean out a Helltide, teleport straight into a Nightmare Dungeon to hunt the boss, then cap it off with a Pit run. The flow is dictated by a branching tree where you pick between a couple of options at each step, and with six different activity types pulled from the existing endgame roster, there’s a pretty solid variety baked in.

The real magic is how fast it gets you back into the action. No more hunting down Nightmare Dungeon keys or squinting at the map to figure out where the Helltide moved to. You finish one thing, you get punted straight to the next, you keep swinging. It’s also huge for anyone who’s new or jumping back in after a break and doesn’t really know what the endgame loop is supposed to even look like, which, let’s be real, has been a problem for a while. Each War Plans branch became something I actually wanted to chew through again and again, which is more than I could say for repeatedly smacking the same Uber Boss or running the Vessel of Hatred raid on loop.

On top of that, each activity now has its own upgrade tree you can dump points into, either to tweak how the event behaves or to steer the kind of loot it spits out. Nightmare Dungeon tree lets you buy a perk guaranteeing treasure goblins drop a specific loot type when you splatter them. Helltide tree lets you double the rate that your kills crank up the threat level while a shrine’s buffing you. You won’t be able to afford everything, and a lot of the perks are straight-up mutually exclusive on purpose, so you end up making actual meaningful calls about how you want to play and how you want to be paid.

And More End-Game

The other big endgame pillar is Echoing Hatred, which is basically just a horde mode. It dumps every enemy type it can scrape together on top of you and dares you to survive. Starts at the lowest world tier and ratchets up wave by wave until eventually the difficulty hits some clownish level and you die, and then you get loot scaled to how far you pushed. Kind of a weird wrinkle, though: you need a pretty rare consumable to even queue into it (at least, rare in my experience), so you can’t just hop in whenever. Still, this kind of mindless grind-your-teeth survival mode is exactly the thing I want out of an ARPG, and as a bonus it’s a surprisingly clean way to sanity-check which world tier your build can actually handle. Bit strange, honestly, that so much of the endgame design, especially War Plans, is about ripping down the walls between you and endgame activities, while Echoing Hatred sits behind a door that only opens every once in a while.

And then, finally, Lord of Hatred delivers the one thing the community has been begging for since launch: fishing. Don’t let the wall of apocalyptic hellbeasts fool you, Diablo 4 is a cozy game now, okay? Between gutting demon lords and watching reality itself collapse in on you, you can whip out a fishing rod and just… vibe. There’s genuinely not a lot to it. You fish a bit in each region, you fill out the collection, and then you never really have a reason to touch it again. But the fact that they put it in at all is kind of amazing. Me and a friend have always contested that fishing instantly makes any MMORPG better, and I guess now I can say the same about ARPGs. Ball is in your court, Path of Exile.

Diablo IV: Lord of Hatred – Screenshot 5

A Prime Evil Farewell

Diablo IV: Lord of Hatred delivers an epic conclusion to the Hatred saga that Diablo IV’s central story deserved. The narrative payoff is substantial and is my favorite Diablo story thus far. Skovos is gorgeous, and both new classes alone are sure to claim hundreds of hours from me over the next few months. And with the new endgame and reworked classes, those who’ve been with Sanctuary through its darkest hours can rest easy that the expansion rewards that investment completely. In a nutshell, Diablo IV: Lord of Hatred takes what’s always been a great ARPG and pushes it to the top of a very crowded mountain.

This review is based on a retail build of the game provided by the publisher.

Review Summary

9.0
out of 10
Superb

Lord of Hatred wraps Diablo IV's Prime Evil storyline with the gravitas it deserves, pairing an emotionally charged campaign with the sun-drenched shores of Skovos and two satisfying new classes. A new endgame system and reworked classes pushes the series into its finest era.

Pros

  • + Emotionally resonant conclusion to Diablo IV's central narrative
  • + Skovos brings a refreshing Mediterranean atmosphere to Sanctuary
  • + The Warlock class is peak ARPG class design

Cons

  • Seasonal character system creates jarring story disconnects
  • New players may feel lost without Vessel of Hatred context
  • Some new characters lack meaningful connection to prior events

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