What's the lesson? It could appear to be sensible on paper to try to monetize Diablo's wealth, but once you begin doing you take all the fun from the game Diablo IV Gold. The same is true for Diablo Immortal and it's evident prior to when you get to the endgame because it's embedded into the game's design. Drops of loot aren't as effective and character progression is artificially controlled and spread over too many games, that are grindy and too granular. It's been more skillfully hidden than it was at the launch of Diablo 3, but it's a similarly unrewarding slog. Buying a battle pass or investing big bucks in legendary crests barely helps to get an excellent item drop isn't as thrilling as simply getting one.
I'm unsure if there is a way to separate the fundamental elements that make Diablo fun from the mechanics of free-to play profit-sharing. If there is, Blizzard and NetEase have not found the answer. They've created a mobile version of Diablo that's smooth pleasant, fun, and very generous initially. However, if you're willing to spend enough time playing it, you'll be able to see that the essence of the game is missing in pieces, sliced up, and given back to you piecemeal.
Diablo Immortal isn't as bad as a game that is free to play Diablo could be. The game assaults you at every moment with a multitude of microtransactions in all sorts of inscrutable currencies. You will have to grind to get to the top in particular if you decide not to pay for the game. The reward for all is a sloppy than the original, reheated version Diablo II's tale.
Yet, despite every flaw, I ended up liking Diablo Immortal more than I disliked it buy Diablo 4 Gold. It's still packed with all the things that make the series work with its thrilling gameplay, its infinite customization of characters and its strong sense of place, to the endless stream of intriguing loot. The fact is, Diablo Immortal even has several interesting gameplay innovations which I hope Blizzard will keep in place in Diablo IV.