A lesson to learn: While it might make Diablo IV Gold sense on paper in the attempt to profit from Diablo's loot. However, when you start doing it you're removing enjoyment from the game. It's the same in Diablo Immortal, and it's evident before it gets to the endgame because it's embedded into the game's gameplay. 

The drops of loot are less important the character's progression is artificially limited and distributed across too many systems and are too sluggish and unwieldy. The game has been better hidden than it was when it was first introduced in Diablo 3, but it's the same boring grind. purchasing a battle pass, or spending a large sum on legendary crests barely helps in the sense that paying for an awesome item drop isn't as exciting than just getting it.

I'm not sure if it is a way to separate the essence of what makes Diablo fun from the mechanics of free-to-play revenue. If there are, Blizzard and NetEase have not found it. They've made a mobile Diablo that's sleek as well as enjoyable and lavish at first. But , if you're willing to spend enough time playing it, there's no escaping the fact that the heart of the game has been ripped out to pieces, then chopped up and is being sold to you piecemeal.

Diablo Immortal isn't much worse than a free-to play Diablo could have been. The game will be raging at you at every turn with thousands of microtransactions that come in all kinds of inscrutable currencies. You'll need to grind your way to winning even if you decide not to pay for the game. And the reward for all is a sloppy, reheated version of Diablo II's tale.

But, for all its flaws, I liked Diablo Immortal more than I disliked it. It's got all the aspects that make the series work with its thrilling gameplay, its open-ended customization of characters, to its strong feeling of setting, as well as the endless stream of intriguing loot. Actually, Diablo Immortal even has a few interesting gameplay twists that I'm hoping Blizzard retains when they Diablo 4 Gold buy release Diablo IV.