Patch 2.4.0 went live in the Americas on January 12, 2016 and remains one of the most content-rich updates in the history of Diablo 3: Reaper of Souls. Rather than only tuning numbers, Blizzard delivered brand-new gameplay goals, two new zones to explore and a fundamentally streamlined endgame loop. The patch became the launch foundation for Season 5 and shaped the game's rhythm for years to come.
The context: a game searching for long-term motivation
Following the success of Reaper of Souls in March 2014, Diablo 3 had grown steadily through Patch 2.1 (Greater Rifts, Seasons) and Patch 2.3 (Kanai's Cube, the Act III rework). Yet the endgame revolved almost entirely around a single loop: bounties, regular Rifts, Greater Rifts, repeat. Anyone chasing peak efficiency optimized seconds and sorely missed genuine variety beyond the leaderboard grind.
Patch 2.4.0 was Blizzard's answer. It deliberately added new goals to the rift-grinding maelstrom that hinged not on raw damage numbers but on game understanding and exploration. For the first time in a long while, it changed what it meant to have truly mastered a character.
Set Dungeons as a new mastery goal
The centerpiece is the 24 Set Dungeons – one for every class set in the game. Each is a pre-generated, static course designed entirely around the mechanics of its set. Equip all six pieces and visit Leoric's Library to obtain a clue pointing to the hidden entrance.
- Each dungeon presents two objectives tailored precisely to the set's playstyle.
- Both must be completed within a time limit, forcing clean, deliberate play rather than mindless rushing.
- Mastering them unlocks exclusive cosmetic rewards like banners, frames and an animated flame pet for clearing every dungeon.

How Set Dungeons played
The entrances are hidden within the tilesets of Acts I through V – each set has a fixed location that the clue from Leoric's Library narrows down. Inside awaits a fixed map with a distinctive layout: often a central hub with several corridors branching off. Enemy density is deliberately calibrated so both objectives are achievable but never handed to you.
The objectives were intentionally tricky to phrase. A mobility-based set might require covering a set distance under constant fire; an area-damage set demanded hitting several enemy packs at once. That is exactly what made the dungeons polarizing: some – notably those of the Tal Rasha and a few summoner sets – were considered far fiddlier than others and fueled heated community debate.
Greyhollow Island and expanded zones
Greyhollow Island is a fog-shrouded, densely wooded Act 5 locale, eerie and packed with new enemies. Scattered clues across the isle tell the dark story of its vanished inhabitants.
- Two existing zones received new, fully explorable additions – the Eternal Woods and the Royal Quarters – complete with fresh bounties and events.
- The expansions slot cleanly into Adventure Mode, giving the grind more variety.
Atmosphere over a story campaign
Greyhollow Island deliberately was not a new act with cutscenes, but a pure exploration and Adventure Mode zone. The story unfolds entirely through environmental storytelling: collected notes, journal fragments and disembodied voices in the fog paint the picture of a settlement that succumbed to an eerie fate. This kind of quiet narrative was unusually dense for Diablo 3 and gave the area real depth despite the absence of mandatory quests.
In doing so Blizzard followed the same principle that guided the Act III rework in Patch 2.3: enrich the existing world rather than simply bolt on new maps. The additional sections of the Eternal Woods and Royal Quarters expanded the pool of bounty locations and made the daily bounty run more varied.
Empowered Greater Rifts and the end of the Realm of Trials
Previously you had to clear a wave-based Trial before each Greater Rift to unlock the highest available tier – a tedious, time-wasting middle step. Removing it made the endgame loop noticeably faster and more pleasant.
The Realm of Trials had been contentious ever since Greater Rifts launched. In wave-based fights against swelling hordes you had to reach as high a wave as possible; that wave determined which rift tier you could open. The problem: the Trial rewarded builds with extreme burst against crowds and penalized single-target specialists. Many players even gamed the Trial by intentionally losing waves to avoid receiving an unbeatable rift. Cutting it with no replacement removed this unpopular bottleneck completely.
New alongside it were Empowered Greater Rifts: spend a tier-scaling amount of gold to unlock a fourth upgrade attempt for a Legendary Gem, with the bonus granted only on a successful clear. It was a gold sink that finally gave purpose to the enormous gold reserves many players had stockpiled.
Why the gold sink mattered
After the real-money Auction House shut down in March 2014, gold in Diablo 3 had little real use beyond Kanai's Cube and buying gems. Many players hoarded billions with nowhere to spend it. Empowered Greater Rifts changed that: suddenly gold was a strategic resource again. A fourth upgrade attempt noticeably raised the average chance of leveling a Legendary Gem – especially at higher ranks, where every single rank-up counts. The patch thus elegantly folded two problems into one solution: surplus gold and slow gem progression.
Balance, items and the Season 5 foundation
Wrapping around the new content came a broad wave of set and item tweaks plus balance changes that made many previously unused builds viable and significantly widened class diversity.
- Reworked class sets pushed fresh build archetypes into the spotlight.
- New and adjusted Legendary items opened up additional synergies.
- The combined effect of these changes redefined the Season 5 meta from the ground up.
Community reception and lasting impact
The reception of Patch 2.4.0 was overwhelmingly positive. Players especially praised that Blizzard was still delivering substantial, handcrafted content years after release rather than just turning dials. Set Dungeons did split opinion over their difficulty, but they established themselves as a lasting prestige system that was later even woven into the Season Journey in subsequent seasons.
Patch 2.4.0 set the benchmark against which every following Season patch would be measured.
Removing the Realm of Trials and introducing Empowered Greater Rifts became permanent fixtures of the game and remain standard to this day. Greyhollow Island stayed a fixed part of Adventure Mode. Patch 2.4.0 proved Diablo 3 could still receive substantial, well-considered content years after release – and set the standard for every Season patch that followed.