I mean, sure, this has probably been brought up a billion times.
But maybe it’s worth pushing again.
Why not create a D3-style Pit experience?
What do I mean by that?
A more streamlined, endlessly scaling dungeon system—where clearing a dungeon doesn’t matter because you just keep pushing into the next layer. No backtracking, no downtime, just pure progression.
And why aren’t we getting proper feedback at the end, with our exact clear time? Like in D3? Racing against your own times, pushing for efficiency, and having your clan see your progression adds another layer of competition.
And still… no ladder?
The solution is simple. If a skill, seasonal gimmick, or item causes a bug, just have a back-end flag that filters those runs out of the leaderboard. That way, the ladder stays clean, and players are pushed to optimize legitimate builds rather than rely on exploits.
Of course, a ladder alone won’t fix balance issues (just bring every class up to Sorc and Spiritborn levels, and you’ll give people a real reason to grind higher Pits). And yeah, there’s still a glaring lack of an Atlas of Rites or Atlas Tree-style system, where we could customize our season journey, tweak item drop rates, and scale boss difficulty to our liking.
Where’s the risk/reward mechanic? PoE2 has Vaal Orbs. D3 had Angelic Crucibles. Give us a way to push an item beyond its limits.
At the end of the day, this is a core endgame mechanic, and implementing it should be easy. Just log the data, store it in a table, and compare who’s clearing the fastest with which build. Sure, there will be bugs—there always are—but an algorithm can filter out abusers and keep the competition clean.
No need to overcomplicate things. Just take what worked from D3—without making it full-zoom, trillion-damage nonsense—bring it into D4, and give yourselves a few months of breathing room to refine truly unique ideas without endless trial and error.
We need this. We deserve this.