Reacting to the S14 Dev Stream #1
September 24, 2026 — zagd3m
TLDR: This stream makes PD2 more comfortable, not more diverse. That’s fine for a QoL showcase. But the stash changes are the clear win; the Hammer change fixes an annoyance without fixing the build.
The stash is the big win
Uniques and sets get their own tabs, with room for one of each item and stat ranges visible before you find them. Add a map tab and automatic page affinities, and stash management suddenly looks a lot less like mule management.
Discovery Progress is the part I find more interesting. Find and identify an item in the same game, and party members who were there get credit toward the grail. Finish it and you get an aura; the top finishers get a special version. I like a season goal that isn’t just more damage. Party credit could be a nice reason to play together, though I don’t know yet how the details work for solo players. Either way, this sounds more fun than another stash tab full of mules.
Hammers are nicer, not more diverse
The team is removing Blessed Hammer’s collision with walls and objects. I proposed a 5% chance to do that through the Meditation synergy. They chose the QoL fix over my build-choice version, and I can’t blame them: hammers hitting walls feels bad.
But this doesn’t change the Hammerdin build. Concentration is still the obvious aura, and the synergies still push you down the same path. My Top 10 is about changes like reducing synergy pressure so skills have room for other choices. This fixes how hammers move, not how Hammerdins are built.
Blaze gets phasing instead of the longer duration I suggested. That’s useful, but it doesn’t make Blaze a build. Dire Wolves getting pierce is a nice summon buff; I’m not sure it creates a new reason to play them. The +5% elemental jewel prefix could be interesting, but I want to see what it competes with before calling it a win.
Good QoL. Where’s the balance?
Socketing straight from a stack and a monsters-remaining counter are exactly the kind of small fixes that remove daily friction. Character sorting is welcome too, and there’s a new map.
Gloom got a real rework, and I care about this one — Dim Vision when struck is one of my favorite defensive procs. I liked it enough to steal a weaker version for Gloom’s Trap. The new Gloom keeps the proc and adds a curse identity: you may apply an additional curse, and curse resistance goes from 20% to 30-40%. That’s the kind of buff I like — better for curse builds specifically instead of just more stats for everyone. A cheap chest runeword enabling double-curse setups could open some builds.
No real news on my bigger asks: balance changes, synergies, or snapshotting. Maybe those are for the next stream. This was a good QoL start; now show me the changes that might make me play a different build !
After all, PD2 was supposed to be about build diversity.