Is ARC Raiders PvE Coming Back? 30 Million Rounds Explained
ARC Raiders’ limited-time PvE matchmaking test has ended, but the debate over a permanent PvE mode is far from over. Embark Studios confirmed on October 20, 2026, that players completed more than 30 million PvE rounds during the experiment. The studio says it needs time to analyze gameplay data and community feedback, with further information expected in November.
For players wondering whether ARC Raiders PvE is coming back, the answer is not yet confirmed. The temporary matchmaking option has been removed, and Embark has not announced a permanent PvE mode or a return date.
The test has nevertheless raised an important question for the extraction shooter: can ARC Raiders support players who enjoy exploration, looting, and cooperative missions without losing the tension that makes its PvPvE encounters exciting?
ARC Raiders PvE Status: Is the Mode Still Available?
No. The limited-time PvE matchmaking toggle ran from October 13 to October 20, 2026. The test allowed players to choose between the standard player-versus-player-versus-environment experience and a PvE-focused alternative.
With the test over, matchmaking has returned to its normal PvPvE format. Players cannot currently select the experimental PvE option through the removed toggle.
Embark has confirmed that it expects to share further information in November. That is a planned communication window, not a confirmed release date for a permanent mode.
The distinction matters. The studio has demonstrated that it is willing to test a separate PvE experience, but it has not promised to make that experience a permanent feature.
For players who enjoyed the quieter sessions, the next meaningful milestone is Embark’s analysis of the test—not an assumed launch date.
Why Embark Tested PvE for “Dad Gamers” and Casual Players
ARC Raiders was built around extraction gameplay, where players enter a dangerous environment, gather valuable ARC Raiders items, complete objectives, and attempt to escape with their loot. The threat comes from both hostile ARC machines and other human players.
That combination creates tension, but it also creates friction for players who want a more predictable cooperative experience.
A player might enter a raid to finish a quest, collect crafting materials, explore an unfamiliar area, or make progress during a short gaming session. An unexpected player encounter can interrupt that plan, especially when losing a fight means losing valuable equipment.
This is where the “Dad Gamers” discussion comes in. The phrase describes a recognizable audience of players who may have limited gaming time and prefer to make steady progress without constantly preparing for hostile encounters. It is a useful shorthand for a playstyle, not a formal category that represents every older player or parent.
A PvE option could give these players more control over the kind of session they want. Someone could focus on scavenging and quests in a cooperative environment, then return to standard PvPvE when they want the additional risk.
Embark’s September announcement explained that the original concept for ARC Raiders had been a cooperative PvE looting game before the project evolved into the PvPvE extraction adventure released today.
That history makes the experiment particularly interesting. The studio is not simply adding a completely unrelated mode; it is revisiting an aspect of the game's earlier design while trying to preserve the identity of the current release.
What Happened During the ARC Raiders PvE Test?
The experimental mode changed several rules to reduce direct conflict between players.
Player-versus-player damage was disabled
PvE sessions had zero player-to-player damage. Throwables, including stun and fire items, could not be used to damage other players. Other physical interactions, such as barricades and ziplines, remained unaffected.
This made it possible to concentrate on cooperative exploration without the usual risk of being attacked by another Raider.
However, the mode was not designed to remove every danger from the world.
ARC enemies remained dangerous
Hostile ARC machines continued to threaten players. Embark also warned that ARC enemies could reacquire downed players after an eight-second grace period if those players moved.
That distinction is central to understanding the experiment: PvE removed direct player combat, not the game's environmental and AI-driven challenges.
Loot values were reduced
Embark lowered overall loot value in PvE sessions to account for the relative safety of collecting items without hostile players.
This was an important economic safeguard. If players could consistently gather valuable loot with substantially less risk, the balance between the two matchmaking experiences could change.
The studio also said different squad sizes would encounter one another more often, rather than prioritizing separation. Certain major map conditions—including Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection—were excluded from the test.
These restrictions show that the experimental mode was a controlled alternative, not simply the standard game with enemy players switched off.
What Do More Than 30 Million PvE Rounds Tell Us?
The headline figure is substantial: Embark reported more than 30 million PvE rounds played over the testing period.
It confirms that the experiment generated a large volume of gameplay data for the developers to study. It also gives the studio an opportunity to compare the PvE experience with standard PvPvE sessions and review player feedback.
However, the number needs to be interpreted carefully.
Thirty million rounds does not mean 30 million individual players. A single player can participate in multiple rounds, so the figure measures gameplay sessions rather than unique users.
It also does not establish that every participant wants permanent PvE, that PvE is more popular than PvPvE, or that the experimental rules would work unchanged in the long term.
Embark itself described the test as polarizing in its October 20 update. The studio said it needed time to analyze the data and collect players’ thoughts before deciding how to proceed.
The most useful conclusions will depend on more than participation volume. Developers will need to understand how players behaved, whether the different matchmaking options affected each other, and whether the resulting experiences support the long-term health of the game.
In other words, the 30 million rounds are evidence of a large experiment—not a final verdict on the future of ARC Raiders.
Why Do Some Players Say ARC Raiders Feels Worse Without PvE?
The disagreement over PvE is really a disagreement about what makes an extraction shooter enjoyable.
For players who favor cooperative exploration, the appeal is straightforward. They can focus on objectives, search for resources, learn maps, and coordinate with teammates without constantly anticipating an attack from another player.
That does not necessarily mean they want an easy game. ARC machines, limited resources, extraction decisions, and the consequences of getting downed can still create meaningful pressure.
For players who prefer the traditional PvPvE format, however, uncertainty is part of the attraction.
An encounter with another Raider can change an entire raid. A seemingly peaceful interaction might become a fight, while an unexpected alliance can turn a dangerous situation into a successful extraction. The possibility of conflict gives equipment, positioning, sound cues, and decisions about when to leave additional weight.
Removing hostile player encounters changes those decisions.
If a player no longer needs to watch for other Raiders, certain routes may feel safer, loot collection may become more predictable, and encounters with ARC machines may carry a different emotional weight.
This helps explain why some players may enjoy PvE while others feel it removes an essential part of the experience. Neither reaction proves that one audience is right. They reflect different expectations of what an extraction shooter should deliver.
The more difficult question for Embark is whether these audiences can coexist without undermining the core experience.
Could a Permanent PvE Mode Change the ARC Raiders Loot Economy?
Potentially, yes. This is one of the most important design challenges behind a permanent PvE option.
In extraction games, risk and reward are closely connected. Valuable loot is meaningful partly because acquiring it can expose a player to danger, and successfully extracting with that loot represents progress earned under pressure.
If a safer matchmaking option offers the same economic rewards with fewer threats, players may have a strong incentive to favor it. Over time, that could affect the value of different activities and the way players approach progression.
Embark’s test addressed this concern by reducing overall loot value in PvE sessions. Its September explanation also discussed the broader economy and the possibility that PvE matchmaking could affect the quality of standard PvPvE sessions.
A permanent implementation would require careful decisions about loot values, progression, matchmaking populations, queue times, and how the two experiences interact.
The studio could retain separate reward rules, revise the balance of PvE activities, or redesign parts of the system. These are possible approaches, not confirmed plans.
The key challenge is to make PvE worthwhile without making the higher-risk PvPvE experience feel like an inferior way to progress.
ARC Raiders Items: What About Assorted Seeds?
Assorted Seeds is an item-related search term that fits the broader interest in scavenging, resource collection, and inventory management in ARC Raiders.
For players who focus on gathering materials, understanding an item's role in the game's economy is useful. But item information should be separated from speculation about the PvE test.
Embark's published test rules confirmed that overall loot value was reduced in PvE sessions. They did not establish that Assorted Seeds received a specific change to its value, drop rate, or availability.
Players should therefore avoid assuming that the experimental mode changed the item's underlying properties.
For an item-specific decision—whether to keep, recycle, trade, or prioritize an item—consult current in-game information and a reliable, up-to-date item reference. Those details can change independently of matchmaking experiments.
The broader lesson is that a safer scavenging environment can change how players perceive risk and rewards, even when there is no confirmed change to an individual item's statistics.
When Will ARC Raiders PvE Return?
Embark expects to provide further information in November 2026, following its analysis of gameplay data and player feedback.
As of October 24, the studio has not confirmed that a permanent PvE mode will be released. It has also not announced a specific date when the experimental toggle will return.
There are several possible outcomes. Embark could decide to develop a permanent option, revise the concept and test it again, or conclude that a dedicated PvE toggle does not support the game's long-term goals.
The studio has explicitly cautioned that the test was not a promise of a future PvE mode. Any eventual version could also differ substantially from the October experiment.
For players hoping to see the feature return, November's update should provide a clearer indication of what the developers learned and whether they intend to pursue another iteration.
Until then, claims that PvE is definitely returning—or that it has been permanently cancelled—go beyond what the studio has confirmed.
Frequently Asked Questions
Is ARC Raiders PvE mode gone?
The limited-time PvE matchmaking test ended on October 20, 2026. The experimental toggle is no longer available, and standard PvPvE matchmaking has resumed.
Will ARC Raiders get a permanent PvE mode?
It remains undecided. Embark has said the test will inform its future plans, but the studio has not promised a permanent PvE mode.
When will Embark announce the future of ARC Raiders PvE?
The developer expects to share further information in November 2026. This is an expected update window, not a confirmed date for a mode release.
How many rounds were played during the PvE test?
Embark reported more than 30 million PvE rounds during the October 13–20 testing period. This figure represents rounds played, not unique players.
Was PvE easier than standard PvPvE?
PvE removed direct player-to-player damage, making hostile encounters with other Raiders less of a concern. However, ARC enemies remained dangerous, and loot values were reduced to account for the relative safety of the mode.
Whether the experience felt easier overall depended on a player's priorities and playstyle.
Will a permanent PvE mode affect loot and progression?
It could. A safer way to collect loot may change the relationship between risk and reward. Embark reduced overall loot value during the test, but it has not announced the economic rules for any future mode.
Did the PvE test change Assorted Seeds?
The official test rules do not establish a specific change to Assorted Seeds' value or drop rate. Players should check current item information rather than assume that the experiment changed its properties.
The Bigger Question: Can ARC Raiders Support Two Different Playstyles?
The October PvE experiment has given Embark a substantial amount of information to evaluate, but the number of rounds played is only one part of the story.
The real challenge is balancing two different reasons people play ARC Raiders. Some players want the uncertainty of human opponents, the possibility of betrayal, and the high stakes of extracting with valuable gear. Others want the freedom to explore, complete objectives, and cooperate without another player turning every encounter into a potential fight.
A well-designed PvE option could broaden the game's appeal. A poorly balanced one could weaken the tension, economy, or matchmaking experience that existing players value.
The answer will depend on the data, the quality of player feedback, and the design choices Embark makes next.
For now, the confirmed facts are straightforward: the limited-time test has ended, more than 30 million PvE rounds were played, and the studio expects to share further information in November.
ARC Raiders PvE is not confirmed to be returning—but the discussion about its future is still open.
Diablo 4 Season 16 PTR 3.3.0 Class Tier List Preview | Which Builds Survive the Nerfs?
The class balance changes in Diablo 4 PTR 3.3.0 patch notes have been released. Overall, the changes lean toward nerfs, but there are still some solid improvements. The adjustments may also continue before the official release.
Let's take a closer look at the changes to each class and see which ones could become the strongest choices in Season 16.
General Buffs
First, seasonal mechanics such as Prime Evil Powers and Soul Splinters will be removed. Builds that rely on critical strike-triggered effects and DoT effects will be heavily affected, effectively suffering significant nerfs. However, Horadric Items in Season 16 may compensate for these losses and could even make some builds stronger than before.
Among these Horadric items in Season 16, jewelry pieces can roll with a Horadric Cube affix, which increases the set count for specific talisman sets.
Unlike Seal of the Diamond Mind Seal, this effect only requires you to equip one Charm to activate. Since there are three jewelry slots available, players can increase the set count of different Talisman sets in each slot, allowing them to achieve five-piece set bonuses with fewer pieces of the actual set equipped.
In theory, possible combinations include two five-piece set bonuses, one five-piece set bonus alongside three Unique Charms, or one five-piece set bonus combined with two three-piece set bonuses and Unique Charms. Almost every build could receive a significant boost.
Tier S
Barbarian
Barbarian mainly receives buffs to basic skills, along with a fix for Ring of Red Fur, which previously failed to function properly in certain situations, including Shrines and dungeons. Specialization options may receive minor adjustments, but no major changes are expected.
Double Swing receives a substantial buff, with increased damage and improved coverage. The damage of Battering Ram variant of Charge is reduced, potentially making it a less attractive choice for clearing content. Meanwhile, Frenzy's Throwing Variant gains a higher proc chance.
The three-piece bonus of Sescheron's Fury increases its damage by 10%, making it a solid improvement when combined with Horadric Items. Overall, Whirlwind may remain the dominant build, but players should have more viable alternatives to choose from.
Rogue
Since Poison Imbuement no longer benefits from Eaglehorn, Poison Penetrating Shot has essentially disappeared as a viable option, leaving Cold and Shadow variants as the main alternatives. In addition, the damage bonus from Ferocity upgrade for Penetrating Shot has been reduced.
Shadow Imbuement no longer refreshes its duration. Instead, it stacks damage and detonates after six seconds. This mechanic favors skills that hit frequently and rapidly, such as Flurry and Rapid Fire. Killing smaller enemies can also trigger chain explosions.
Overall, Rogue remains one of the strongest classes since the expansion launched, and its build diversity may improve. Even if the builds mentioned above are weakened, Dance of Knives remains an option.
Tier A
Sorcerer
Incinerate receives a substantial and interesting buff. Under the new mechanic, once Incinerate reaches its maximum strength, granting a 100%[x] damage bonus, the bonus remains active for three seconds even after channeling stops. The Flamethrower variant extends this duration to four seconds. However, Incinerate is still a stationary channeling skill, so it may remain a niche choice.
Ball Lightning receives direct buffs. The Implosion variant no longer consumes Mana, its duration increases from two seconds to three seconds, and its cooldown decreases from 12 seconds to 10 seconds. More importantly, Unique item Strike of Stormhorn increases Ball Lightning's damage bonus.
Ring of Fire's cooldown drops from 12 seconds to eight seconds, while its duration increases from 3.5 seconds to five seconds, significantly improving its uptime. The trade-off is a sharp reduction in damage, from 300% to 100%. However, the longer duration means that, when combined with Horadric Items, it may still be possible to reach 150 stacks.
Warlock
Warlock's Apocalypse build loses nearly half its damage. Its associated Legendary Aspect is also heavily nerfed, while its Overpower stacks and damage bonuses suffer substantial reductions. Taken together, these changes reduce its overall power by at least 70%.
Meanwhile, Abyssal Colossus receives a massive damage increase to its core skill. This could make summoner builds centered on Abyssal Colossus variant of Fiend of Abaddon a new meta option.
Overall, Warlock is one of the hardest-hit classes in PTR 3.3.0, and players may need to explore new playstyles to remain competitive.
Tier B
Druid
Druid is one of the classes receiving the most extensive changes. The development team aims to reduce restrictions caused by stacking skill tags. Skills will no longer gain additional Nature Magic or Shapeshifting tags through upgrades or variants. Instead, these tags will be determined more consistently by the base skills themselves.
Every Druid Paragon Board receives substantial updates, with more nodes becoming universally useful. The damage bonus from Aspect of Human Ingenuity increases by 25%, making a Human Druid build worth considering in Season 16.
Druid's Storm Shepherd Talisman set has also been reworked. The two-piece bonus now grants a 40% damage bonus to Storm skills and a chance to trigger double or triple casts. The five-piece bonus now increases Storm skill damage based on the amount of Spirit available when a skill is cast.
The two-piece Storm Shepherd bonus is significantly stronger, providing a solid improvement for both Storm Shred and Tornado Druid builds. However, in terms of overall numbers, Druid has not received many substantial buffs.
Paladin
Paladin receives a fix to Aura Potency, which should now scale with all skill ranks instead of being calculated using only the rank-one value. However, the values on certain D4 items and set bonuses that provide Aura Potency have been reduced. Despite these adjustments, the fix still represents a significant improvement.
Zeal's Lucky Hit Chance increases from 3% to 5%, while the damage bonus of its Death or Glory variant rises from 60% to 70%. These are straightforward numerical buffs for builds that rely on Zeal as their primary damage source.
Paladin may not become an exceptionally powerful class, but more builds should be viable. It could once again become a solid option for farming Torment 12 content.
Necromancer
Necromancer's outlook remains concerning. Although the patch provides small buffs to some core skills, it fails to address the class's major weaknesses, including poor survivability, limited mobility, and frequent pathing issues.
Blood Wave receives a minor nerf, while Blood Moon Breeches is reworked into a more defensive item. This slightly improves survivability but also reduces the damage potential of some skills that were already underperforming.
Mortacrux is reworked. Now, every 10 Corpses consumed empowers the next Basic or Core skill to become an ultimate version that deals an additional 120–140%[x] damage. The effect also passively consumes nearby Corpses.
The biggest beneficiaries are likely to be Desecrated Ground Bone Spirit and Sever. Sever could gain around an 80% damage multiplier, but even the strongest builds may only advance by approximately two Pit tiers. Most builds will gain less than one tier. Bone Spirit, Army of the Dead, and Skeletal Mage minion builds may still perform reasonably well.
Tier C
Spiritborn
Stinger's base damage is slightly reduced. Counterattack is effectively crippled because its cooldown does not begin until the active effect ends, potentially causing Counterattack Swarm builds to disappear.
Razor Wings receives several improvements. Casting a Focus skill restores one charge, while casting an Ultimate skill fully replenishes its charges. Although these changes help, the skill still feels somewhat clunky.
Jacinth Shell no longer reduces skill cooldowns by consuming Life. Instead, it consumes Vigor. However, its actual effectiveness still depends on how quickly Vigor regenerates and how many skills are on cooldown simultaneously. Overall, Spiritborn's outlook in Season 16 remains poor, and only a small number of players may continue using the class.
Diablo 4 Season 16 is not all about nerfs. With the additional power provided by Horadric Items, overall build strength could remain roughly comparable to Season 15.