Diablo 4 Lord of Hatred: My Bottom 10 War Plan Upgrades

Not everything is going to be a hit. Since I wrote about the thing upgrades I enjoy from War Plans, I figured it’s only fair to post about the ones I dislike. Some of these might be bugged out, turn your situation into an infrequent gambling nightmare or boost difficulty without you realizing it. But in these situations, I either have given an upgrade a try or seen where using that upgrade ends up hurting for a while (until you can un-spec it). While not everything can be a winner, there’s some upgrades that clearly need reworks or turned into something like a minor node in the future.

  1. Inferno Hordes / Impending Doom – I imagine this upgrade is really meant for group play because it’s just awful for a single player the way things are setup. Effectively, you’re waiting or events to spawn in the last 10 seconds of a round but you’ll get things like spires or Aether Fiend spawns which take too long. It won’t matter what build you use as a solo player but this one probably should go away unless they replace the events with other modifiers like Aether Goblins, the Inferno Butcher, etc. and avoid the four point area system. Only take this one if you have a group.
  2. Inferno Hordes / Total Chaos – This might seem appealing because of the chance to get the goblin event. However, the downside is that you only have two picks per round. The problem here is that most choices end up sucking in general and if you get a bad set of choices like spires and the rain options, you can’t do anything that can prepare you for an event like the Aether Fiends spawn. You’re better off just having more choices and optimizing around that and your build.
  3. Tree of Whispers / Fortune of Famine – This to me really is a n00b trap. I’ve had situations where the only choices were junk. It feels awful when you’ve wasted your time only to see junk appear. I think an option like this is better for streamers who enjoy getting ridiculed for donations, subscription messages, etc. Otherwise, for a normal player, this is a terrible option.
  4. Helltides / Wretched Vermin – This is truly an uninspired choice. Although I’ve never chosen this upgrade, I’ve seen others who tried it and basically you see these rats falling from the sky around you. There’s no reward that I see associated to this event and think that if there was a benefit, then it might be novel. Otherwise, it’s just a bad meme.
  5. Helltides / Hell’s Prize – I haven’t seen anyone report that this choice is any good. I think it’s just another n00b trap. You’re really better off going for a wide spread and opening as many Tortured Gifts as possible since the average reward these days is pretty bad.
  6. Helltides / Undying Embers – This is another n00b trap. I think it’s incredibly hard to die in Helltides these days. This definitely is a wasted upgrade for Hardcore players.
  7. Undercity / Jade Epiphany – The right hand side of the Undercity I heard is really bad. For some builds, increasing the monster power level might cause a complete failure of a run because people can’t kill things fast enough. The thing with the Undercity is that you need speed and fast kills for a build to be successful. Once you hit Mythic Tribunes, the rewards themselves are pretty high so anything beyond modifiers that increase your attunement pretty much hurt your chances for a successful run.
  8. Lair Bosses / Infernal Deception – I think the Belial mini boss encounter is annoying as hell when it happens. Imagine how I’d feel if you had to deal with yet another encounter once your Inferno Horde run is done especially once you’ve spent 20-30 minutes trying to get through all those waves of nonsense.
  9. The Pit / Damned Thieves – I won’t even go near this thing. Traps in Diablo 4 suck and the goal for any Pit run is to finish as quickly as possible. Add to the fact that you have to deal with the stupid Orb mechanic and this is clearly a n00b trap.
  10. The Pit / Heart of Stone – Even though I choose this option when I get a chance, I still dislike the way it’s implemented. I hate having to pick this thing up at the start of the run or even pick it up if I drop it. But the worst part is the backtracking for grabbing slow dropping Orbs that require you to run over them and not have a Pickup Radius attribute/affix to make this issue not as frustrating/painful. If the Pet moved faster, had a big pickup radius, etc. then maybe this option wouldn’t be as bad. This is more of a situation where it’s a forced necessity but I feel there should be better options available for a stupid mechanic.
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