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Diablo 4 Season 11 Torment System Rework Speculation: Why Are More Difficulty Tiers Needed?

Posted: Dec 01, 2025 Views: 27

Diablo 4 fans are undoubtedly familiar with Torment difficulty system in the open world. From Torment 1 to Torment 4, each tier represents a significant increase in your character's power.

The difficulty difference between each tier is substantial; with each increase, enemy strength nearly tenfold. Therefore, by the time you reach T4, the monsters are exponentially more difficult than your initial encounters, creating a rather steep progression curve.

Diablo 4 Season 11 Torment System Rework Speculation: Why Are More Difficulty Tiers Needed?

What's Wrong With The Current Torment Difficulty System?

If Diablo 4 continued to provide highly challenging content, it would be fine. However, the problem is that there are currently only four Torment difficulty levels. T4 is the final difficulty level in the open world, with no higher challenges to overcome.

Once you adapt to T4, the game becomes increasingly easier because your power increases, but enemy strength no longer increases. Ultimately, experienced players with superior builds can easily wipe out all enemies.

This situation creates two main problems.

First, the vast difference in Torment levels requires players to acquire gear that provides dozens of times the damage boost just to barely handle the current enemies. This is why current Paragon boards and glyph nodes increasingly focus on pure damage increases rather than interesting support nodes.

Second, once we reach Torment 4, everything becomes incredibly easy; the only thing we can continuously pursue is faster map clearing speed and faster movement speed. So, since the current dominant farming builds can instantly kill all enemies and loot all Diablo 4 items, why would we need to play other builds? The existence of slower builds is also meaningless, as there's no higher level of challenge to challenge them, and their sustained damage output has no chance to be realized.

These problems not only reduce the original customizability of mechanics like Paragon, because all the difficulty-increasing mechanisms require players to blindly pursue damage, but also stifle build diversity.

Therefore, for various reasons, the developers recently hinted that they plan to add more Torment difficulties in Diablo 4 Season 11 and subsequent season updates, potentially increasing the number from the current four to ten.

But will these changes really solve the problem? Why is increasing the difficulty levels reasonable in the current situation? What impact will it have on endgame content? Let's discuss this together.

What Are The Benefits Of Increasing Torment Levels?

First, if implemented correctly, increasing Torment difficulty levels can solve both problems simultaneously.

Because instead of setting four vastly different difficulty levels, it's better to adjust to ten smaller levels, reducing the damage multiplier of each level from ten times to two times. This makes the leveling curve smoother, meaning you can steadily improve even without gear that provides a significant damage boost.

At the same time, Paragon nodes can return to their role as practical support characters, rather than purely damage dealers, making the entire Diablo 4 gear system healthier.

The bigger benefit, however, is that more Torment tiers make sense for slower builds. They were designed to trade speed for higher damage bonuses, so the Torment difficulty adjustment will give them a greater advantage.

This is the right way to create build diversity, allowing different builds to find the most suitable development method and tier based on their own strengths and weaknesses, rather than forcing all builds to desperately chase movement speed.

New Torment System Predictions

Next, let's propose some ideas on how the new difficulty system will actually work. These are just preliminary ideas, but I think they show potential.

Let's assume they add a total of 10 Torment tiers in Season 11, from T1 to T10. For clarity, we'll associate them with The Pit tiers. T1 unlocks at The Pit tier 10, T2 at tier 20, T3 at tier 30, and so on, up to T10 at tier 100.

This would create a smoother difficulty curve and make it easier to control. You won't encounter insurmountable obstacles, but rather a steady climb.

What's even more interesting is that content and rewards will gradually unlock as you progress through your Torment level; not everything is available in Torment 1. These tangible progress milestones provide players with a greater sense of accomplishment as they advance.

We've also made some predictions about the content unlocks for each level, for reference only:

  • T1: The starting point at level 60. The Pit unlocks at this stage. You can also find common unique items, low-level boss materials, and standard items suitable for beginners, but not enough to build a core gameplay mechanic.
  • T2: Dark Citadel unlocks at this stage to help players adapt to the endgame system.
  • T3: Nightmare Dungeon Escalation unlocks at this stage. It guides them to try higher difficulties and understand the game mechanics.
  • T4: Higher-ranking bosses will unlock, such as Andariel, Duriel, and Lord Zir. These bosses drop powerful and unique gear that can define a build.
  • T5: The Tower will unlock. The Tower is competitive endgame content with leaderboards. By Torment 5 difficulty, players will have enough experience to understand the mechanics and its importance.
  • T6: Belial unlocks here. This is currently the last boss in Diablo 4 and one of the most difficult fights in the game, but it drops top-tier unique items.
  • T7: Expansion content may unlock here, including new systems, new events, and legendary Temper Manuals, creating another progression stage.
  • T8: Special elite monsters spawn here. These elite monsters are enhanced, possess auras and special affixes, and drop legendary gems based on previous season abilities. This gives you new build options to pursue.
  • T9 & 10: Represent even higher difficulty challenges. Not all builds can reach these difficulties, but if you do, you'll receive season-exclusive rewards, allowing players to still have something to strive for at the peak.

Item Power And Rewards Scaling

In addition, here's a suggestion related to Torment difficulty: incrementally increase item power in the late game.

Currently, all Ancestral Unique Items drop the same strength at Torment difficulty. This setting was intended to make it easier for players to select loot in the early stages of the game, but it also resulted in loot drops being too mixed and random. If players wanted to obtain specific items, they could only rely on RNG or buy safe Diablo 4 items from the online store.

What if item strength increased with Torment difficulty? The increase wouldn't need to be huge; a natural progression mechanism for loot strength would suffice. Challenging higher difficulties would yield better base items. This would make item farming more interesting.

Furthermore, the current reward increase from challenging higher Torments is negligible. A 10x increase in difficulty only yields a 10% to 20% increase in rewards, which is clearly disproportionate.

Therefore, increasing Torment levels and smoothing the difficulty curve would significantly improve the chances of obtaining gold, XP, Greater Affix, and material drops with each Torment challenge. While the increase may not be substantial, it is stable and significant.

In short, the current Torment difficulty system has obvious flaws. The four levels with drastically increased difficulty, the bottleneck at T4 difficulty, and the stifling of build diversity all negatively impact the player experience. Therefore, adjusting the Torment difficulty levels in Season 11 might truly solve these problems, allowing different builds to find their optimal level with a reasonable difficulty curve and reward scaling, thus enhancing player enjoyment.

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