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  1. Games
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  4. Diablo 4

"It's going to be really f***ing hard": Diablo 4 is getting 8 new difficulty tiers in Lord of Hatred because Blizzard wants OP builds to actually have to try

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By Jordan Gerblick published 10 March 2026

"Is the game actually asking you to have numbers that need to be that high to begin with?"

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Key art for Diablo 4: Lord of Hatred showing Mephisto, a spiky and angular demon, against a red, lightning backdrop, arm and claw raised menancingly, cropped to show more of him
(Image credit: Blizzard Entertainment)
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Diablo 4's upcoming Lord of Hatred expansion will address the long-running issue of overpowered builds from a new angle. Instead of countering those builds with nerfs, which everyone hates, Blizzard is adding a whopping eight new Torment, or difficulty tiers, in an attempt to give players a better excuse for their stupidly overpowered characters.

The news was quietly revealed in a recent interview with YouTuber Wudijo, in which associate game director Zaven Haroutunian explains the reasoning for adding so many new Torment tiers beyond the current four. "Big numbers feel cool, they feel good for players to get. Just, you know, 'oh I got an upgrade, it's a very clear step up in my power progression' ... is the game actually asking you to have numbers that need to be that high to begin with?"

The problem comes down to, in Haroutunian's words, when players feel like they're just "getting numbers higher" without "actually meaningfully changing" how they play the game. Basically, bringing the Torment tier up to 12 is Blizzard's answer to the Diablo 4 player asking these questions: "'What do I do with these numbers, what do I do with the power I get?'"

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Haroutunian did clarify that that the difficulty level in the highest Torment tier still won't be higher than the most challenging level of The Pit of the Artificers, so this is more about letting maxed-out endgame players feel some sort of challenge outside of the Pit.

"So we're not actually inflating the numbers past the current ceiling, what we're actually doing is saying, 'hey, all these activities, all of this content, can be competitive so you're not just stuck in this one place at the very end of the game," he says, adding that the top-level Torment tier "goes right up to the edge" of the toughest Pit difficulty.

Surrounded by enemies, a Paladin player in Diablo 4: Lord of Hatred surround themselves with golden weapons that whirl in a circle

(Image credit: Blizzard Entertainment)

Talking to PC Gamer, director of systems Colin Finer and game designer Aislyn Hall lay out Blizzard's thinking on progressing through these new Torment tiers.

"Philosophically where we want to go is difficulty is something you opt into risk/reward-wise, and that's where the meta progression steps in," Finer says. "You can think of torment as your floor—you're going to constantly increase that, and that's much more granular now in this 12 torment world, the jumps aren't quite as big."

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Meanwhile, Hall says Blizzard wants players to have "a very clear progression through each of them as you're finding all these different additions to your build," warning that the final tier is not for the faint of heart. "It's going to be really fucking hard," says Hall.

I'm more of a Diablo 2 guy these days, but when I do play Diablo 4 it's to wind down at the end of a long day when clicking demons to death sounds more relaxing than pottering around Animal Crossing. That's to say, I am not the target demographic for these updates, but I've also been covering the Diablo beat for long enough to know there are plenty of people who get their kicks by creating utterly broken builds.

For those players, I hope you have a little more to chew on with Lord of Hatred, but something tells me you'll quickly find a way to take the torment out of even the highest Torment tier.

Lord of Hatred, Diablo 4's second expansion, is out April 28.

For the first time in Diablo history, the Butcher will be a playable character in Diablo 4's new Season of Slaughter

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Jordan Gerblick
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After earning an English degree from ASU, I worked as a corporate copy editor while freelancing for places like SFX Magazine, Screen Rant, Game Revolution, and MMORPG on the side. I got my big break here in 2019 with a freelance news gig, and I was hired on as GamesRadar's west coast Staff Writer in 2021. That means I'm responsible for managing the site's western regional executive branch, AKA my home office, and writing about whatever horror game I'm too afraid to finish.

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