The real disappointment of Diablo Immortal stems from Nfkjasfas's blog

The real disappointment of Diablo Immortal stems not from the fact that it contains several microtransactions nor the fact that it's a pay-to-win game D2R ladder items. It comes from the sad realisation that instead Diablo's mobile launch to push the game's mobile RPG market forward similar to what Blizzard has done with various genres through the years, instead, it decided to take on some of the worst practices that the platform has ever seen. 


Diablo Immortal's pay-to-win mechanics encourage players to invest several hundred dollars (or by one player's estimate up to $80. 000) to fully unlock their character's capabilities via Legendary Gems. The premium item bundles available in the game can begin as low as $1 , and contain made-up "value" percentages of 800 percent to draw players into. As players progress and more bundles are unlocked the bundles begin to rise in cost. 


Three paid-for services are in place to give players who are willing to spend money more and gain an advantage over those who thought they would be capable of competing by buying a single battle pass. There's also an entire game progression system , which revolves around opening up more expensive loot boxes with keys that can also be opened by purchasing a specific currency using a premium currency. 


The list is endless. When you see players bombarding the game's chat , looking for groups that are exclusively formed with other pay-to-win "whales" (a term that is used to describe players who buy d2r items pay huge sums of money on a free-to-play game compared to the typical player) it's a big problem.


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