Path of Exile Co-Creator 'Tentatively Hopeful' for Diablo 5

Chris Wilson sees clues in Diablo 5's logo, inventory, and world design that suggest a return to the series' roots, but he still has big questions.
Did you catch the Diablo 5 announcement at BlizzCon 2026? We only got a cinematic, but already, one of the biggest names in ARPGs is weighing in. Chris Wilson, co-creator of Path of Exile, says he's "tentatively hopeful" that Diablo 5 will bring back the spirit of Diablo 1 and 2.
In a new video, Wilson explained why he felt a "glimmer of hope" watching the reveal. It wasn't just the words Blizzard used, but what they chose to show. The Diablo 5 logo has the title engulfed in flames, just like Diablo 1 and 2, and unlike the flameless logos of Diablo 3 and 4. Also, the inventory concepts shown feature items with distinct sizes, a throwback to the first two games, whereas Diablo 3 and 4 used uniform item sizes.
"These are specific signals to players like me that there's a chance they're taking things back to basics and learning from the original games that established this franchise to begin with," Wilson said. But he admits there are much bigger questions that will decide whether Diablo 5 is a true return to form or another evolution away from what he loved.
The biggest one? Enemy scaling. Wilson says Diablo 5 "absolutely must" ditch the level scaling from Diablo 4, where monsters scale with your level. Instead, he wants a traditional system where the world has progressively tougher monsters, and you choose how fast to progress and where to grind. He sees Blizzard's return to a linear world structure as a positive sign, pointing to game director Joe Shely's comment about taking a "somewhat different approach" to level scaling.
Another strong hint: Diablo 5 will have procedurally generated environments in dungeons and the overworld, something Wilson is "very excited about." But he still has concerns. Will it be online-only or offer offline single-player? How will item trading work? Will combat reward physical dexterity (dodge and attack) or well-composed character builds? He also notes the 84 inventory slots, compared to Diablo 2's 40, could mean fewer trips back to town—your mobile caravan of traveling companions.
Wilson also misses the obscure mechanics and obtuse interactions of early Diablo games, which he says made them endlessly interesting to unpack. In contrast, Diablo 3 and 4 have more polished systems that are easier to get into but lack that same depth. "I'm tentatively hopeful for Diablo 5," he concluded. "I wasn't expecting to be, but they've said enough of the magic words and picked the right font for the logo. I have my fingers crossed that they'll do a good job with it."
And why does he want Diablo 5 to succeed when he has his own unannounced ARPG in the works? "Every other action RPG developer" benefits when the genre's ecosystem is thriving, he says. As someone who also loves Diablo 1 and 2, I agree with most of Wilson's points—especially monster scaling. There was an uncompromising danger in those early games that made getting back to town thrilling. I'd even go further and say Blizzard should bring back open PvP outside towns, like Diablo 1 multiplayer. But that was left behind as early as Diablo 2, so I'm not holding my breath.
What do you think? Are you hopeful for Diablo 5, or has Blizzard burned you before? Let us know in the comments!
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