Tuesday, 30 June 2026

Diablo 4’s Tower Leaderboards May Already Have a Fairness Problem


Diablo 4’s Tower is finally getting serious.

Season 14 takes Tower & Leaderboards out of beta, adds proper rewards, gives competitive players Halo Cosmetics, Prestige Titles, seasonal Emblems, and even separate Solo Self Found leaderboards for players who want to prove they can suffer without trading, parties, or a rich demon uncle.

That is good.

Competitive PvE needs rewards. It needs visibility. It needs a reason for players to push, optimize, sweat, fail, blame the map, fix the build, and try again.

But now that the Tower actually matters more, one old question becomes harder to ignore:

Are class-based leaderboards enough?

Class Rankings Are Simple, But Diablo Builds Are Not

On paper, class leaderboards make sense.

Barbarians compete with Barbarians. Rogues compete with Rogues. Necromancers compete with Necromancers. Sorcerers compete with Sorcerers. Everyone stays in their class lane, and the rankings are easy to understand.

Clean.

Simple.

Possibly too simple.

The problem is that a class in Diablo 4 is not one thing. It is a whole pile of builds wearing the same character-select label.

A Rogue is not just “Rogue.” It can be a ranged build, a melee build, a trap setup, a combo point machine, a poison gremlin, or whatever horrible thing someone discovered after four hours in the Paragon board with a headache.

A Necromancer is not just “Necromancer.” It can be Bone, Blood, Shadow, Minions, Spirit, curses, corpse nonsense, or some cursed hybrid that only makes sense to the player who built it and the spreadsheet that raised them.

So when all of those builds compete on one class leaderboard, the strongest build does not just win.

It can erase the rest.

The Meta Can Eat the Whole Board

This is the fear players keep raising in leaderboard discussions.

If one build becomes clearly stronger than the rest, the leaderboard stops showing class diversity and starts showing one dominant setup repeated a thousand times.

That may be accurate competition.

It is also boring.

Once the meta hardens, players who enjoy off-meta builds are not really competing anymore. They are submitting paperwork to a system that already decided their build is not invited to the top table.

That does not mean every build deserves equal results. Diablo is a buildcrafting game. Choices should matter. Better setups should perform better.

But if the leaderboard only rewards the single strongest build per class, it can make the Tower feel less like a broad competitive mode and more like a public ranking of who copied the correct answer fastest.

That is not great for long-term interest.

Build-Based Rankings Could Give More Players a Reason to Push

That is where build-based rankings come in.

Players on the forums have suggested leaderboards based on skills, builds, or at least clearer build snapshots. The idea is not necessarily to replace class leaderboards completely, but to add another layer.

Overall class rank can still exist.

But imagine also being able to see where you rank among players using your main damage skill, your build archetype, or your general setup.

Suddenly, more players have meaningful goals.

You may not be the number one Rogue overall, because the meta build is currently doing unspeakable things to the Tower.

But maybe you are the best version of your weird trap build.

Maybe your Bone Necromancer is not touching the strongest Blood setup, but it is still climbing higher than other Bone players.

Maybe your off-meta Sorcerer is not embarrassing itself. Maybe it is secretly respectable.

That matters.

Competition becomes more interesting when players can measure themselves against relevant opponents, not just the loudest meta monster in the room.

Diablo 3 Already Showed the Appeal

Part of the frustration comes from Diablo history.

Diablo 3’s Greater Rift ecosystem gave players more ways to compare builds, sets, and class performance. It was not perfect, because nothing involving leaderboards, balance, and Diablo players will ever be peaceful.

But it did give the chase more shape.

Players could look at more specific rankings and understand what was possible within a particular framework.

Diablo 4’s Tower has the chance to become its own thing, but if it only stays broad at the class level, it may feel less useful than it should.

Not every player is chasing Top 10 overall.

Some just want to know whether their build is actually good compared to similar builds.

Snapshotting Builds Would Help Too

Another good suggestion from player feedback is build snapshotting.

If a player clears a Tower run, the leaderboard could preserve enough information about the build used: skills, gear, key powers, maybe Paragon highlights or a basic loadout view.

That would help for transparency, learning, and community discussion.

Leaderboards are not only about ego.

They are also research tools.

Players look at top clears to understand what works, which builds are rising, which interactions are strong, and whether a class has hidden options beyond the obvious meta guide.

Without build information, the leaderboard tells you who won.

With build information, it starts telling you why.

That is much more valuable.

There Are Problems With Build-Based Boards

To be fair, build-based leaderboards are not magic.

They create problems too.

How does Blizzard define a build? Main skill? Damage source? Equipped aspects? Paragon setup? Gear tags? What happens when a player swaps one skill at the end of a run to qualify for an easier category? What about hybrid builds? What about builds that clear mostly through item effects rather than a single obvious skill?

Diablo players will absolutely try to break the system.

They will not even wait politely.

The second build categories exist, someone will find the dumbest possible edge case and use it to farm leaderboard glory like a raccoon with internet access.

So yes, this would require careful design.

But hard does not mean pointless.

Rewards Make Fairness More Important

This debate matters more now because Season 14 gives Tower performance more visible rewards.

When leaderboards were beta-flavored bragging rights, fairness problems were easier to shrug at. Annoying, yes. But mostly limited to the players already invested in pushing.

Now there are Halos, Prestige Titles, Emblems, and reward cycles attached.

That raises the stakes.

If rewards are tied to rankings, players will care more about whether the rankings feel meaningful. If class boards collapse into one dominant build per class, the mode may still function, but it will feel narrower than it should.

The Tower needs competition.

It also needs room for identity.

The Tower Needs More Than One Winner Per Class

Diablo 4’s Tower has real potential.

It gives endgame players something to push. It gives builds a testing ground. It gives Solo Self Found players a cleaner place to flex. It gives the season another competitive spine beyond pure loot farming.

But if the leaderboards are too broad, the mode risks becoming predictable fast.

One class. One dominant build. One copied setup. One board full of players chasing the same answer.

That may be efficient.

It is not very interesting.

Build-based rankings, skill-based filters, or stronger build snapshots could make the Tower feel much more alive. Not because everyone deserves a trophy, but because Diablo builds are too varied to be crushed into one ranking per class and called a day.

Class leaderboards are a start.

The Tower may need more than that if Blizzard wants players to keep climbing after the meta solves itself.

Sources: Blizzard’s Season of Death Awakening overview, Blizzard forum discussion on per-skill Tower leaderboards, and Blizzard forum discussion on Tower leaderboard feedback.