By Lord_Polo
Class: All | Game: Diablo 4
Built a Season 13 loot filter template around Diablo 4's current system limitations. The UI has some rough architectural problems, so instead of fighting it endlessly, I created a structured baseline people can customize and expand.
The idea:
Global section:
These global rules are intentionally:
This creates a reusable foundation/template people can adapt quickly without rebuilding rule hierarchy every season.
Gear section:
Recommendation:
Honestly, just use "Has Required Affixes" and ignore "Optional Affixes" for now. The system lacks clear explanation/documentation and behaves inconsistently.
Suggested setup:
This section is mostly meant as:
The system has flaws, but there's enough here to build something functional if you approach it like a logic engine instead of a casual settings menu.
After spending hours reverse engineering the behavior and testing edge cases, my conclusion is that the current loot filter works more like a hidden rule engine than a traditional filter UI. There is real potential here for future iterations, but right now players are basically discovering the evaluation logic experimentally because the system lacks proper semantic explanations and scalable workflow tools. Still, for a Season 13 first iteration, this gives people a solid footing to build from instead of starting from zero every time.
Edit 1 - 2026-05-08 UTC 18h08:
If people want to share ideas, improvements, discoveries or questions about the filter logic, feel free to contact me on Battle.net:
SaltyTears#11452
Just a heads up: my time is limited and this was built during free time / experimentation while reverse engineering the current system behavior. Hopefully the foundation / framework helps inspire cleaner and more advanced versions moving forward.
Edit 2 - 2026-05-08 UTC 18h15
Originally tested with Transmute as well, but behavior appeared inconsistent during testing and could not be reliably verified yet