This is mainly due to the fact that Diablo Immortal was envisioned as a mobile Diablo experience for everyone to enjoy, including PC users, but it was designed with a gacha-like in-app monetization system. One Diablo Immortal player used $50,000 worth of WoW gold to beat "cash whales" at their own game.Blizzard just released its latest Diablo game, Diablo Immortal, and it ended up being one of the most talked-about topics in gaming this month for many reasons - most of which are not positive. The closest it gets is committing to "collecting suggestions and feedback for the game" and "sharing more updates in future patches." But for now, it looks like business as usual – and despite the microtransaction backlash, business is booming, with Immortal delivering Diablo's biggest launch ever. Notably absent from Blizzard's post is any acknowledgement of the roiling discourse over the game's monetization, pricing, and drop rates, which was only stoked by new estimates which value a fully maxed-out character at exorbitant prices reaching into the hundreds of thousands.ĭropping mortgage-worthy money on a game is an alien reality to almost everyone, but the mere possibility of such a corner case has understandably raised some questions about Diablo Immortal, and the enormous power gap between free-to-play or low-spending players and those with even moderately deep pockets remains undeniable.īlizzard doesn't address Diablo Immortal's monetization or the response to it in its season 2 post. The rest of the current season 2 patch notes are filled out by balance changes – with Monk and Wizard getting some buffs – and a laundry list of bug fixes.
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