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Why Has Dark and Darker Early Access Season 11 Received So Much Negative Feedback?

PublishedPublished: Oct 21, 2026

ModifiedModified: Oct 21, 2026

Dark and Darker EA Season 11 does not introduce as much new content as Season 10. Instead, it overhauls several core gameplay systems, including the return of Dark Swarm, a revamped gear system, and unified matchmaking queues.

The developers have significantly rolled back several previous mechanics, making the dungeons more dangerous than ever. But will these changes actually improve Dark and Darker? Judging by player feedback, many players are unhappy with the latest update. Let's take a look at which Season 11 changes work well and which ones are downright terrible.

Dark and Darker EA Season 11 Revives Classic Mechanics but Introduces Frustrating Gameplay Problems

BAD

Base Stats and Balance

Balance is undoubtedly the biggest source of complaints among players. The developers have brought back many classic mechanics, but the overall balance has also reverted to something closer to the state of Season 4.

Previously, item rarity automatically granted certain Primary Attributes. Season 11 removed this mechanic.

This means that high-rarity gear no longer comes with powerful affixes by default. Its value now depends more heavily on the types and combinations of randomly generated affixes.

Physical weapon damage has also changed from fixed values to a damage range. Both the minimum and maximum damage values have generally increased, and this change also applies to Unique weapons.

Two weapons specifically mentioned in the official patch notes are:

  • Francisca Axe: Weapon damage increased from 12–24 to 20–35. The maximum stack size also increased from 2 to 3.
  • Throwing Knife: Weapon damage increased from 10–22 to 17–29. The maximum stack size likewise increased from 2 to 3.

In terms of survivability, EA Season 11 removed the flat health bonus previously available to all classes. Adjustments to attribute scaling also made health stacking more dependent on gear and attribute choices.

With lower health pools and higher damage output, however, players feel that their gear has lost much of its significance. Even if you wear the best equipment available, an opponent with a decent weapon can kill you in just two or three hits.

Dark and Darker EA Season 11 Balance Problems

Gear Affix Overhaul

In Season 11, the developers removed guaranteed affixes tied to item rarity. As a result, the frustrating RNG system can work against you every time you reforge an item.

One player reportedly reforged an item 76 times just to roll a 400-health affix. Assembling a full set of gear with specific affixes can require hundreds of rare materials and more than 100 hours of grinding. Casual players simply do not have enough time to craft a perfect set.

Players can no longer rely on item rarity to consistently obtain essential attributes. Instead, gear strength depends almost entirely on the randomly generated affixes and their values, turning gear crafting into a gamble.

MIXED

Unified Matchmaking Queues

Season 11 merged the solo, duo, and trio queues into a single matchmaking pool. At the same time, PvE mode, Squire Royale, was removed.

The removal of Gear Score matchmaking brackets also means that veterans wearing top-tier equipment can encounter newcomers in the same match, making the gap in power even more punishing.

This change is particularly bad for solo players and PvE enthusiasts. When they encounter coordinated PvP teams, they can easily get slaughtered without much of a chance to fight back. Many players have complained about this problem.

However, unified matchmaking can also reduce queue times and bring more players together, allowing everyone to encounter other players more frequently.

Fog of War

Fog of War is actually a pretty good mechanic. By limiting visibility, it prevents players from immediately converging on one another and fighting as soon as a match begins. Instead, they have to explore the map first.

However, the system feels rather rudimentary and severely limits visibility during exploration. If you are unfamiliar with the overall map layout, finding your way around can become an extremely frustrating experience.

Another problem is that Fog of War does not support shared exploration data between teammates. Even if one teammate has already explored an area, the same section of the map remains dark for everyone else.

Randomized Dungeon Layouts

To make the initial rollout more manageable, the developers first applied this system only to Crypts. This map contains enough modules to support a wide variety of combinations, making it easier for the development team to test and refine the system.

Traditional maps typically follow a regular 5x5 layout. With randomization enabled, however, Crypts can vary in both size and shape, and dead-end rooms can also appear.

Combined with Fog of War, this change can make exploration a miserable experience, turning almost every expedition into a game of chance.

On the other hand, randomized layouts can prevent players from heading straight into PvP immediately after spawning. For those who are tired of repeatedly running through the same map, the system also adds some welcome variety.

GOOD

Custom Play

Custom Play is a feature that allows eligible players to create private game sessions. Unlike regular Adventure matchmaking, it is primarily designed for practicing and experimenting with different playstyles.

Almost nobody seems to dislike Custom Play. Once the developers fix fundamental issues such as the problematic base damage values, custom matches could become incredibly fun. You can challenge your friends to a Skirmish 1v1 duel or enjoy solo PvE in Expedition mode.

Ante System

Ante System is an economic balancing mechanic introduced in Season 11 to replace the traditional Gear Score matchmaking brackets.

In Normals, the more gear you bring into a dungeon, the higher the entry fee in gold. If you kill a player carrying ordinary equipment, that player can receive compensation instead.

If they manage to kill you while you are wearing a full set of top-tier gear, however, they can walk away with a massive reward. High Roller works in the opposite way, with players carrying less gear costing higher entry fees.

This is a pretty cool mechanic, although the entry fees for Normals could use some adjustments. Otherwise, players might have to buy Dark and Darker gold just to bring their best equipment into the dungeons.

Dark Swarm Lighting System

Dark and Darker Dark Swarm Lighting System

Dark Swarm is a shrinking damage zone that continuously hurts anyone caught inside it. Staying near an active light source can protect you from the swarm's damage.

The trade-off is that light sources illuminate and expose everyone nearby, including your enemies. A torch that keeps you safe can also turn you into the most conspicuous target in the darkness.

The system feels somewhat similar to Darkest Dungeon. Overall, though, it is a fairly innovative mechanic that makes dungeon exploration more dangerous. If you have enough torches, you can also experiment with searching along the edges of Dark Swarm to explore areas while managing the risks.

Although Dark and Darker EA Season 11 has been bombarded with negative reviews, most of the complaints center on numerical balance issues. The season still introduces plenty of excellent systems, and if the developers can resolve the balance problems, Season 11 could become a genuinely enjoyable experience.

Hetrurkl Jason

Hetrurkl Jason (View My Posts)

Hey there! I'm a gaming enthusiast and writer at IGGM passionate about MMORPGs, competitive sports, and strategy games. I explore game mechanics, class builds, progression systems, and major updates to help players get more out of every adventure.

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