Torment discussion

Dear Diablo IV Development Team,

I’m writing as a long-time ARPG player who genuinely enjoys Diablo IV, but I want to give some honest feedback about the current endgame structure — specifically Torment 4, difficulty, and progression.

Right now, Torment 4 is effectively the highest baseline difficulty, yet once a build is online it becomes completely trivial. Uber bosses are often one-shot, and most core farming activities (Helltides, Infernal Hordes, Undercity) require very little engagement or decision-making. These are also the places where nearly all meaningful gear upgrades actually come from.

By contrast, the Pit and the Tower are where the real challenge exists — but in my experience, they are almost entirely disconnected from gear progression. I’ve never received a meaningful gear upgrade from the Pit. These modes feel more like benchmarks or scoreboards than part of the core ARPG loop.

This creates a frustrating dynamic:
You farm very easy content for long stretches → gain a tiny upgrade → maybe perform slightly better in Pit/Tower → then return to trivial farming again.

A simple analogy:
Pit and Tower are essentially the Champions League — the hardest content. But to get a tiny improvement there, you’re forced to play 100 matches against a 1-year-old first. The main game never scales up with the player’s power or knowledge.

What I don’t understand is the resistance to optional higher difficulty:

  • Additional Torment levels

  • Or scalable difficulty modifiers

  • With risk/reward that matches the challenge

This wouldn’t affect players who enjoy T4 as it is. No one is asking for mandatory difficulty increases. But for players who enjoy mastery, tension, and meaningful progression, the current endgame feels flat once T4 is solved.

ARPGs are at their best when challenge and rewards are connected. Right now, Diablo IV’s difficulty lives in side modes, while the actual loot grind happens in content that no longer pushes back.

I truly believe optional higher Torment levels — tied to the same activities we already play — would dramatically improve long-term engagement without harming accessibility.

Thank you for your time, and for continuing to support Diablo IV.

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