Diablo IV: Lord of Hatred Review

A strong and confident expansion that elevates an already great game.

We’ve known for a while that Diablo IV was going to get a second expansion, and here, almost three years after the game’s initial debut, Diablo IV: Lord of Hatred has arrived. It’s unprecedented for a mainline entry in the series to get a second expansion; however, when you compare what Lord of Hatred brings to the table to Vessel of Hatred, the first expansion, what you’ve got is an overhaul to just about every system and activity in the game. To borrow a very Diablo-like parlance, it’s Diablo IV 2.0.

And with that, it’s probably safe to call this the beginning of Diablo 4, really finding its voice and confidence as an action-RPG that you can keep coming back to.

Best of all, this level of confidence can be felt in Lord of Hatred’s assured, at times predictable, but always engaging, and often thrilling campaign. And that’s confidence in the sense that the team at Blizzard has taken note of the pacing issues with the main baseline campaign, and the somewhat meandering Vessel of Hatred. There’s definite resolution here; it closes the book on a story, so to speak, and we get to see the fruit of seeds that were planted in Diablo IV’s snowy introduction back in 2023 come to life. 

Diablo IV: Lord of Hatred

Genre: Action RPG
Developer: Blizzard Entertainment
Publisher: Xbox Game Studios
Release Date: April 28, 2026
Classification: MA15+
Date: April 23, 2026

Hey There Mum, It’s Been a While

Familiar faces return, including Lilith, some beloved characters meet their end, and the final cataclysmic and epic battle with Mephisto is quite possibly the best pure Diablo IV “wow” moment to date. And even once it’s all over, there’s a more assured and natural transition to the “endgame” or, really, the beginning of playing Diablo IV: Lord of Hatred as a loot-filled action-RPG. Best of all, the pull to keep going and keep playing is stronger here than it was when Diablo IV launched in 2023 or when Vessel of Hatred arrived a year later in 2024.

"There’s definite resolution here; it closes the book on a story, so to speak, and we get to see the fruit of seeds that were planted in Diablo IV’s snowy introduction back in 2023 come to life."

There are even more engaging stories and epilogue-style quests and beats to discover, adding a greater sense of closure to the story that Lord of Hatred tells while also amplifying the ongoing plight and fractured state of Sanctuary as it continues to face the relentless, eternal threat from the Burning Hells. 

Lord of Hatred’s campaign and action shift the locale to the Amazonian and Hellenic-inspired isle of Skovos, introducing a very different architectural tone from that of the mainland Sanctuary. There’s still corruption everywhere, but there’s a sense of beauty here missing in most everywhere else we’ve seen to date, and this is reflected in the impressive but mostly subtle ethereal score that underpins the quieter moments in Skovos. And it’s important to highlight this beauty, because it visualizes the stakes in a way that doesn’t require minutes of exposition and explanation of lore.

The pace of the campaign has its quiet moments, but the relatively small location is chock full of action, with its three biome-like zones serving as the foundation for the story’s three-act structure, as well as offering some fantastic character-driven tales to discover that add more layers to Skovos. And, there’s fishing, which is introduced by a character whose voice will be very familiar to Diablo 3 players (Covetous Shen!). This small but welcome addition to the game is inconsequential for the most part, but it’s great to see the team having a little fun.

Would you like to know more?
Consider this a spoiler-heavy and literal ‘Would you like to know more?’ as one of the main reasons Lord of Hatred’s campaign is so satisfying is that it adds closure to Lilith and Mephisto’s story that served as the backbone of the core game. Although she was the iconic villain the first time around, Lord of Hatred picks up the threads and idea that Lilith could be a force for good and much-needed change. Was it merely getting caught up in the allure of the Mother of Sanctuary’s spell, or was she really going to break the cycle that placed humanity as pawns in the middle of an eternal battle between the High Heavens and the Burning Hells? Here, you’ll get your answers.

Class is Back in Session

If there’s one notable sticking point, it’s that a lot of the big action-heavy story moments rely a little too heavily on ambushes and fending off waves of enemies. We would have liked to see more dungeon exploration; however, when the moment-to-moment action feels this good or this fun to play, it’s a minor point. The combat feel that involves skills, abilities, and legendary items coming together has always been Diablo IV’s strong suit, and it’s refined and sharpened in Lord of Hatred.

Diablo IV: Lord of Hatred also lets you jump straight into its campaign no matter which class you choose to play as, which is great because it adds two new ones to the game - the Paladin and the Warlock. Both are well-realized as characters and action-RPG archetypes, with the Paladin representing the return of a fan-favorite sword and board hero from Diablo 2, as well as getting a lot of inspiration from Diablo 3’s Crusader, and the Warlock offering a different take on the dark spellcaster meets summoner that is the Necromancer.

"The combat feel that involves skills, abilities, and legendary items coming together has always been Diablo IV’s strong suit, and it’s refined and sharpened in Lord of Hatred."

Experiencing the Warlock in Lord of Hatred and the Paladin over the course of Diablo 4’s most recent season as a pre-order bonus, the depth of choice and playstyle support is commendable, as is the sense that you’re getting new classes from a team with a deep understanding of Diablo IV’s particular take on the action-RPG formula. A formula, by the way, that was defined by the franchise’s first two games. 

With Lord of Hatred’s campaign taking roughly eight or so hours to complete, as expected, it only offers a small slice of the biggest changes to Diablo IV. The first and major change all existing players will notice is the Skill Tree rework, which removes passive abilities in favor of a focus on skills and abilities, with several binary choices that either augment or completely transform how they work. It’s a bold change, and one that will take veteran players more than a moment to adjust to. In a way, it’s reminiscent of Diablo 3’s Rune system, but a lot more detailed once you factor in the overhauled itemization and the new Charm system.

Would you like to know more?
Diablo IV: Lord of Hatred can be viewed as a game that wraps up the story of the main campaign and Vessel of Hatred, which has us wondering where it could go from here. Naturally, our thoughts move toward the titular Lord of Hell, Diablo. A character that has been a staple of the series but is still missing in action here. If Diablo IV is to get another narrative expansion, odds are ol’ Deebs will be included in there somewhere. Perhaps we’ll get a teaser at this year’s BlizzCon.

Charmed Was a Pretty Good Show, Ahem

Charms, which you can slot onto a pendant that you earn during the campaign, conform to the same colored-tier loot system as your main gear, albeit with a new twist - set bonuses. Although the breadth and scope of Charms is something you only really get a sense after playing Lord of Hatred for around twenty hours or so, it is a clever and intuitive way to add “set items” to Diablo IV that makes sense in the context of Legendary, Unique, and Mythic items and powers. They also carry some of the burden of losing out on Skill Tree passives while also giving players more freedom to create their own builds. 

"The first and major change all existing players will notice is the Skill Tree rework, which removes passive abilities in favor of a focus on skills and abilities, with several binary choices that either augment or completely transform how they work."

Throw in some updates to the Paragon system and small but major additions like the ability to Temper (add new abilities) to Unique items, and this version of Diablo IV feels like a big step in the right direction. In a way, calling Diablo IV a Live Service game feels like a disservice, as an action-RPG that receives balance updates, seasonal content, and expansions will always be in a state of continuous evolution or forward momentum. And when it comes to Lord of Hatred, the big “endgame” update that solidifies this idea and everything said in this review so far is the new War Plan system.

For those who played through launch-day Diablo IV, its subsequent seasons, and Vessel of Hatred will know that the game isn’t bereft of things to do. From Helltides to the Rifts-style Pitt to the Infernal Hordes, the Undercity, and Whispers or bounties. Ahead of Lord of Hatred’s release, Diablo IV’s endgame loot chase felt a little disjointed. 

I Love it When a War Plan Comes Together

War Plans solves that by letting you create an activity playlist of sorts and earn rewards upon completion. It’s simple and effective, but the best part is that now each activity has its own skill tree of sorts, so as you complete more War Plans, you can augment and change how activities behave and what rewards you get via choices and different paths. Playlist-like system or not, this addition alone breathes new life into several of the darkened, demon-filled corners of the game.

"From its fantastic campaign to the long list of updates and systemic overhauls, Diablo IV is back, even though it’s been here the whole time."

It doesn’t stop there, as the return of Kanai’s Cube finally gives Diablo IV a more in-depth and rewarding crafting system that reduces the randomness of trying to find that one thing by adding multiple goals and things to work toward. Is it all a little overwhelming? Potentially, and there’s no doubt Blizzard will probably need to patch and re-balance and make changes as Lord of Hatred’s endgame season kicks into gear. Still, as a new framework for the future, it’s commendable, surprising, and exciting in ways the game hasn’t been since its initial launch.

From its fantastic campaign to the long list of updates and systemic overhauls, Diablo IV is back, even though it’s been here the whole time. And really, that’s what you want to see. A franchise and team at the top of its game, coming to the table to remind you that there’s no better time than now, and the future is as bright as the Paladin’s Blessed Shield.

What’s Boss?

  • Fantastic campaign with a satisfying and epic ending
  • Paladin and Warlock classes offer new ways to play
  • Skovos is a great new location
  • Skill Tree overhaul and new Charm system are game-changers
  • Revamped engame thanks new War Plan system
  • Moment to moment action is stil as great as ever

Not Boss Enough?

  • Too many wave-based ambushes to deal with in the campaign
  • Fishing is a nice addition, but not all that deep
  • Skovos is relatively small compared to other locations in Sanctuary
  • The Paragon system needs an overhaul to catch up to everything else
  • Some untouched open-world events, like Strongholds, now feel pointless

Diablo IV's latest expansion overhauls just about every system in the game while presenting it best campaign and story to date.

About the Author

Written By Kosta Andreadis
Kosta Andreadis is a veteran gaming and technology writer with decades of experience across news, reviews, and in-depth articles. Between Diablo seasons, he can be found creating new electronic jams (music, not the digital condiment) and tinkering with retro gaming hardware.
More from this Author

Explore More in Gaming

Comment

Please note, comments need to be approved before they are published.