Infinitely scaling difficulty is a designer's easy way out.
Bring back ACTUAL aspirational content. Remember when Ubers were brought into the game, and they were marketed as such? They had this Tiered system where beating boss A lead to boss B and so on.
now? Just TP in and intsakill them to rain uniques.
And this lazy design has side effects. Now, because the "raining uniques" was realized to be 'bad', they changed them to be random affixed, so now the rain feels bad, AND the uniques feel bad.
I would prefer a more definitive, less arbitrary / artificial difficulty system, with well-designed uniques that are RARE and make you happy to see them drop.