Saturday, 12 September 2026

Is Torment 12 Supposed to Be Farmable? Diablo 4 Players Can’t Agree What Endgame Means Anymore

Diablo IV players have found a surprisingly philosophical question hiding behind twelve increasingly angry difficulty settings: what is Torment XII actually supposed to be? Is it the normal destination for a finished seasonal character, a comfortable farming tier that most reasonable builds should eventually reach, or is it Diablo IV's maximum world difficulty precisely because Blizzard expects plenty of builds to struggle there? A new community debate has managed to produce passionate arguments for all three answers, which is impressive considering the game helpfully placed the number twelve directly after eleven.

The discussion began with a forum post arguing that Torment XII has become unnecessarily hostile to off-meta builds. The player describes T12 as something that should function as a comfortable farming tier rather than an elite challenge comparable to the highest Pit levels. Several replies immediately challenge that premise. Torment XII is not a middle difficulty. It is literally the highest standard World Difficulty currently available, and some players argue that reaching it comfortably should require a highly developed character rather than simply be another checkbox on the seasonal journey.

Both sides have a point.

Which may be Blizzard's real problem.

Blizzard Has Always Called Torment Endgame

When Blizzard originally rebuilt Diablo IV's difficulty structure, it described Torment as the point where “the endgame truly begins.” Higher Torment levels were connected to increasingly demanding Pit clears, with stronger enemies balanced against better chances for high-quality rewards. The fundamental idea was easy enough to understand: campaign and leveling difficulties prepare the character, Torment begins the endgame, and increasingly powerful builds can climb further.

Lord of Hatred dramatically extended that ladder. As we covered when Blizzard first discussed expanding Diablo IV all the way to Torment XII, the intention was not simply to create eight additional versions of the same health sponge. The expanded difficulty range was supposed to let more activities scale further into the endgame rather than forcing every powerful character into a tiny number of challenge modes.

That makes Torment XII unquestionably endgame.

It does not necessarily tell us whether everybody is supposed to farm it.

Maximum Difficulty and Normal Farming Are Not the Same Thing

This distinction gets lost surprisingly quickly in Diablo discussions because players naturally treat the highest visible number as the destination. If twelve exists, twelve must be where the character eventually lives. Anything below it can start feeling unfinished, even if the game remains perfectly playable and rewarding there.

But one of the strongest replies in the current discussion makes a simple counterargument: T12 is the maximum difficulty. If an experimental homebrew build comfortably destroys everything there without requiring serious gear optimization, glyph progression or intelligent build choices, then what purpose does the difficulty ladder actually serve?

That does not mean only three leaderboard builds should function at T12. Build diversity matters enormously in an ARPG, and a difficulty system becomes very dull if reaching its upper tiers means opening a tier list and copying whatever currently has the largest multiplication symbol. But there should probably be some distinction between “this build works” and “this build effortlessly farms the hardest normal difficulty in the game.”

Otherwise Torment XII is not really Torment XII.

It is Torment X wearing two more numbers.

Torment X May Be the More Important Line

Several players in the discussion argue that Torment X feels like the more natural farming benchmark. By that point, a character has progressed very deep into Diablo IV's systems, and much of the ordinary reward structure is already available. T11 and T12 can then function more like optimization territory for players who want to squeeze additional performance from their builds rather than mandatory destinations for everybody.

Blizzard's own reward adjustments have occasionally reinforced that distinction. In July, Blizzard changed Mythic Tribute of Armaments so Torment XII guarantees a Mythic item, while Torment X received a greatly increased chance instead. That is a meaningful reward for tackling the highest difficulty, but it also creates a useful choice. A player who can reliably farm T12 gets certainty. A player whose build performs comfortably in T10 can accept the lower difficulty and a less certain reward rather than spending twice as long fighting every elite pack.

That is what a healthy difficulty ladder should do.

Higher difficulty should be desirable.

It should not necessarily be compulsory.

Off-Meta Builds Complicate Everything

The original complaint is really about build diversity. The player argues that Torment XII punishes creative or unusual setups too heavily and turns the highest farming tier into territory dominated by meta builds. Other players strongly disagree, with several claiming they have taken distinctly off-meta builds into T12 through better gear, upgraded glyphs and careful optimization.

That disagreement is difficult to settle because “off-meta” can mean almost anything.

One player's off-meta build is a carefully constructed alternative using strong interactions nobody happened to put in an S-tier guide. Another player's off-meta build is six skills they enjoy, a suspicious collection of affixes and the firm belief that Blizzard should respect their artistic vision.

Those are not the same problem.

Diablo IV should support experimentation. It should allow players to discover strange interactions and build around skills because they are fun rather than because a spreadsheet ranked them first. But build freedom cannot reasonably mean every possible collection of skills must clear every difficulty at the same speed. At some point, difficulty has to test whether the build actually functions.

The difficult question is where that point should sit.

The Pit Already Provides a Different Kind of Challenge

This is where Diablo IV's endgame structure becomes increasingly messy. If T12 is supposed to be aspirational, what is the Pit for? If Pit 150 is the true extreme challenge, why should ordinary open-world farming become restrictive several layers earlier? Then there is the Tower, leaderboard pushing, Echoing Hatred and high-end boss content, all competing to represent different versions of “the endgame.”

We recently looked at how the Tower struggles to separate pure skill from gear quality and Transfiguration RNG. Echoing Hatred creates another level of exclusivity because some players have spent enormous amounts of time simply trying to obtain access to the activity. Diablo IV now has several overlapping ladders, each supposedly answering a slightly different question about how powerful a character has become.

The problem is that the game does not always explain those questions particularly well.

Tower asks how far you can push competitively.

Pit asks how high your build can scale.

Echoing Hatred asks whether you can survive a specialized pinnacle challenge.

Torment determines the difficulty of much of the ordinary world.

Those roles make sense individually.

Together, they can make “endgame” mean practically everything after breakfast.

T12 Probably Should Be Difficult

There is one fact the current argument cannot completely escape: Torment XII is the highest standard difficulty in Diablo IV. Calling it a basic mid-tier farming level feels difficult to defend when eleven easier options exist underneath it.

That does not excuse bad class balance. If a handful of builds obliterate T12 while equally well-constructed alternatives hit an artificial wall several tiers earlier, Blizzard should investigate the gap. The purpose of difficulty should be to reward stronger characters and better builds, not to quietly announce which six skills the designers remembered to tune that season.

But a maximum difficulty should also be allowed to say no.

Not every fresh level-cap character needs to reach it.

Not every homebrew build needs to speedfarm it.

And not reaching Torment XII does not mean the character has somehow failed to enter Diablo IV's endgame.

The Real Problem Is That Diablo 4 Has Too Many Definitions of Finished

This may be why the forum argument is more interesting than another build-balance complaint. Diablo IV increasingly lacks one obvious answer to the question: when is a character finished?

Is it when you reach T10?

When you unlock T12?

When you can farm T12?

When you clear Pit 100?

150?

When you enter the Tower Top 100?

When Echoing Hatred finally stops treating your build like a clerical error?

The answer is probably supposed to be whichever goal the player enjoys pursuing. That flexibility is one of Diablo's strengths. But it also means Blizzard needs clearer boundaries between ordinary progression, optimized farming and genuinely aspirational content.

Torment XII can be difficult without being mandatory.

Torment X can be useful without being failure.

And an off-meta build can be perfectly viable without being entitled to demolish the hardest world setting at jogging speed.

The number twelve is not a graduation certificate.

Sometimes it is simply another demon-filled door you have not kicked open yet.