Yes, I know it’s a VERY unpopular opinion, but let me explain.
I was thinking about Diablo 2, and I remembered that each map you went through was more difficult than the last.
So… I realized that each new map was like a new difficulty.
(To clarify: I never got past Hard Act1, but I created a lot of characters and I really liked it a lot. I was a kid who didn’t know what a build was, so don’t exaggerate. I was just a very bad player. So I don’t know if this difficulty-map-change was maintained throughout the game… I assume so.)
This means that, even though Diablo 2 only had 3 difficulties, it actually had dozens of sub-difficulties.
And to be honest, it was fun to go through them. Some you passed without problems, others you had to stay a little longer and farm. (And others you just ignored because you found a very good item).
So I think we should recreate this a little more in Diablo 4.
Yes, Pits exist, but unlike a Diablo 2 map, you could stay on a map farming until you can access the next one.
In Diablo 4 you have to, ideally, also farm outside of the Pit to improve your items. And when you do it you do it on one of the 4 difficulties.
So, actually, it is the torment difficulties of Diablo 4 what correspond to the maps of Diablo 2. It’s the place where you stay a while and list… farm. It’s the place where you farm, until you can access the next “map”.
In conclusion… Diablo 3, surprisingly, was not wrong in adding 16 difficulties… in fact, 16 may not be enough compared to Diablo 2.
(I know… you want to kill me… I’m sorry)
Edit: Sorry again, I forgot something.
What I said at the beginning of thinking about D2 has more context. I was thinking about this: