Diablo IV Hotfix Targets XP Farming and Elite Density
Blizzard standardized elite-monster density across Diablo IV dungeons after a few locations became much more efficient for XP farming than the rest.

Blizzard changed dungeon XP farming
Blizzard adjusted Diablo IV dungeon spawns after a small number of locations became far more efficient for earning experience than the rest. The hotfix standardized elite-monster density across dungeons, reducing the advantage of popular farming routes such as the Ruins of Eridu.
The change was meant to keep progression from collapsing into repeated runs through the same few rooms. It did not remove XP farming. It changed which routes were efficient and pushed players to compare a wider set of dungeons.
Why a few dungeons dominated
Diablo players optimize quickly. Once a dungeon, event, or reset loop becomes the fastest route, it spreads through guides, streams, and group play. Dense elite packs made certain dungeons especially valuable because they produced more experience and loot per minute.
That concentration created a balance problem for Blizzard. Leaving the routes untouched made other dungeons less useful, while reducing their rewards risked frustrating players who had already built their progression plans around them.
The farming meta moved instead of disappearing
Players began testing alternatives as soon as the hotfix landed. That response was predictable: standardizing elite density changed the ranking of efficient routes, but it did not change the incentive to find the best one.
The result was a moving farming meta rather than the end of optimization. Players still compared clear times, reset methods, pack density, and group efficiency; the leading locations simply changed after Blizzard's adjustment.
The larger launch tension
The update captured a recurring tension in Diablo IV. Players wanted the freedom to chase power efficiently, while Blizzard wanted the endgame to offer more than one repeated activity. The same argument would continue through later patches and seasons whenever balance changes affected how quickly characters could progress.
