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Diablo Immortal Technical Alpha Review - Gameplay, Systems, Loot, Classes
Immortal
Publié
11/01/2021 à 13:05
par
Tharid
Starting on December 18th, a small group of Australia-based testers, as well as selected content creators and Blizzard employees, had the opportunity to play in
Diablo Immortal's first public Technical Alpha test
. Over this period, Blizzard focussed on collecting feedback about the game's leveling process and its mid-game systems. The level cap was set at 45, and while players weren't able to play through the complete story, they still got a deep look into the current state of Blizzard's upcoming mobile title.
In this upcoming review, we want to share our experience and initial thoughts about Diablo Immortal, its classes, its systems, its potential monetization model, and much more!
The Reviewer
First things first: Like most of Wowhead’s readers and followers, I am a fan of Blizzard games. I create content not only for Wowhead but also for Hearthstone Top Decks, Wowhead’s sister site that covers everything Hearthstone, so I do have a very precise idea of Blizzard’s game quality in the mobile gaming area.
But the first love of my online gaming life was and always will be Diablo II. My teenage self spent hundreds of days in Sanctuary, did thousands of Mephisto runs during the ungodliest hours together with my best real-life friends.
Why am I telling you this story? I want you to know that I feel a deep sense of love and respect for the Diablo franchise. Diablo II, in particular, turned multiple generations into today’s die-hard action-RPG fans. But - speaking for myself - neither D2’s successor Diablo III nor other genre titles of the last decade could steal my heart as Diablo II did.
And that is why I want to emphasize that, despite the heavy bias caused by nostalgia and hope, I want Diablo Immortal to become the best product possible - because players who love their games the most should be just as critical about them.
As of now, my playtime in Diablo Immortal amounts to round-about 50 hours. I leveled two characters (Barbarian and Demon Hunter) to Level 45, the level cap in the Technical Alpha test; my Wizard is Level 41, and I’m currently leveling my Level 17 Monk.
The Mobile Device
I played Diablo Immortal exclusively on a
12.9-inch 3rd Gen iPad Pro
.
All of my comments about the look and feel, the graphics, or the general performance refer to my gaming experience on that one device I used for playing. And while I personally didn’t run into a single game-breaking bug, it is of utmost importance to note that I played Diablo Immortal in its “Technical Alpha” stage, so technical improvements on both Android and iOS devices will most definitely happen.
From the very start, I used the Ultra graphics preset and the “High FPS” in-game option. My device had zero problems running the game in a stable state, and I have to admit that the application handled my ping of 200+ ms (EU client, NA servers) exceptionally well.
As it is with the majority of mobile gaming applications, battery life is always at risk while playing on your device - and Diablo Immortal is no exception. I hope that screenshots and videos shown in this review will do justice to Immortal’s polished and well-rounded look and feel, but beauty always comes with a cost. However, I felt that my personal device was easily able to endure longer gaming sessions without eating up “too much” battery life.
The Classes
Enough tech talk for now! Let’s dive into the available classes in the current Diablo Immortal Technical Alpha test. As expected, Diablo Immortal’s general class design picks up on its predecessor Diablo III - which is a good thing, in my opinion. Diablo’s class fantasy has been the same for over twenty years, and the majority of players identify with the general idea of the franchise’s concepts.
In this Diablo Immortal test, players were able to choose between four classes:
Barbarian
,
Wizard
,
Demon Hunter
, and
Monk
. As of now, the Necromancer and Crusader classes are not playable yet.
Classes can choose a total of 5 abilities - 1 so-called "primary attack" and 4 other skills. Abilities have one or more tags such as
Charge
,
Channel
, or
Control
to describe the gameplay mechanisms behind them. In addition to that, primary skills fill up an ability bar over time if you use them. Once the bar is filled, you can enhance your primary skill into a stronger version for a short period of time.
Apart from that, class abilities are pretty straight-forward. Most of them are inspired by the Diablo II and Diablo III class toolkits, and they rank up and increase their effectiveness automatically while you level your character.
Barbarian
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As one of the Diablo II classics, the Barbarian class still checks a whole lot of boxes for avid ARPG players in Diablo Immortal. A combination of high-mobility movement skills and all-time favorite damage abilities such as Whirlwind make Barbarians
the
melee class of choice in Diablo Immortal.
Just like in Diablo III, Barbarians can be built to become a short-time high-damage machine thanks to cooldowns like Wrath of the Berserker or to support the party through crowd-controlling abilities such as Ground Stomp or Furious Charge. As of now, Barbarians in Immortal are only able to dual-wield two melee weapons.
During my time testing Diablo Immortal, the Barbarian quickly became my favorite. The main reason for that was the mobility kit involving Sprint and Leap, two abilities that both "ignore enemy collision". For me personally, zooming through and collecting enemy trash packs felt phenomenally smooth, and the use of signature Barbarian AoE abilities like Hammer of the Ancients felt even more rewarding.
Wizard
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The Wizard class looks to yet again take the title of the "glass cannon" class to pick if you just want to shred through content - and it does just that in Diablo Immortal. Thanks to iconic spells like Disintegrate and Ray of Frost, enemies just melt away in awe at the sheer amount of your arcane power.
While playing Wizard, I was pretty much on the fence about the current class implementation. On the one hand, multi- and single-target damage looked phenomenal; on the other hand, the class couldn't unveil its full potential due to the lack of movement and control. With Teleport as the only movement spell, you need to use a lot of crowd-control to get away from your enemies. However, if you manage to get more familiar with your rotation, Wizard looks to be pretty darn fun in the AoE-clearing department in particular.
Demon Hunter
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The edgy and unique vibe that the Demon Hunter character intro transports only continues when taking a closer look at the class in Diablo Immortal. Similar to Diablo III, its toolkit is incredibly unique compared to other classes and capitalizes on high-damage, low-cooldown abilities together with creative mobility and survivability skills.
From a pure mobile gameplay perspective, Demon Hunter looked the most impressive out of the four classes. The brand-new movement skill Daring Swing looks insanely cool, and the iconic Sentry ability even introduces some sort of companion playstyle. Together with Vengeance, Demon Hunter's big cool down in Diablo Immortal, the class toolkit already feels very complete and fun to play at Level 45.
Monk
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Diablo Immortal doubles down on the Diablo III Monk class fantasy as them being the top supporters of the game, as classic abilities like Inner Sanctuary and new spells like Shield of Zen, a protective shield for either the Monk or another ally, undoubtedly show. However, the Monk class can get along pretty well on their own thanks to signature spells such as Wave of Light or Exploding Palm.
While leveling, playing a Monk felt very unique. Abilities that move your character while dealing damage to your enemies are king in ARPGs, and Monks have plenty of them in the early leveling phase. Boss damage felt a bit underwhelming at times, but that was compensated by the enormous potential to speed through leveling and instanced content alike.
The Story - Sanctuary between Diablo II and III
Many ARPG players claim that the story of a game in the genre doesn't really matter. However, the Diablo franchise definitely counts as an exception to this proposed rule. While Diablo I basically just paved the way to success, the entwined storylines of Diablo II and Diablo III placed the player in this magical yet horrifying world of Sanctuary that fans to this day love and cherish.
Luckily, Diablo Immortal is no exception to Blizzard's high storytelling standards. And while the mobile medium definitely restricts conventional in-game storytelling, Immortal makes a great effort to tell the tale of Sanctuary in the time between Diablo II and Diablo III.
As of now, the story is cut into different chapters that unlock at certain level thresholds. Towards Level 40, the gaps between chapters get bigger, which means that you have to engage with other game systems like bounties or zone events to gain enough experience in order to continue the storyline.
After I started up Diablo Immortal, it instantly felt like home. I love and know my Warcraft lore, and I'm not Diablo expert in that regard whatsoever - but Deckard Cain greeting me right about two minutes into the tutorial served as the key to my otherwise skeptical heart. As already said, the Technical Alpha is limited to Level 45, so the complete story of Diablo Immortal remains a secret; but up to this point, the story filled with old friends and enemies as well as new protagonists fully satisfied my standards of a decent Diablo story experience.
The Gameplay - Smooth Slayin'
First and foremost, Diablo Immortal's gameplay is one thing: Smooth. Despite my ping of 200+ ms, moving with my left thumb and using skills with my right thumb felt highly responsive and very comparable to a controller experience.
Aiming with targeted skills such as the Barbarian's Leap felt a bit odd at first, but turned out to become quite natural after a few play sessions. That being said, aiming skills is not mandatory, as the game will choose a "good" target for your ability if you decide to just mash buttons - and that is a glorious thing to have. If you want to optimize your gameplay in high-level rifts, you will have to make your own decisions; however, you most likely won't need to hit every skill at the perfect angle if you're just doing your daily bounties.
What's most impressive about the general gameplay experience though is that I'm playing a mobile game - but it doesn't
feel
like a mobile game.
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I'm not a mobile expert, but I've played my fair share of big mobile titles over the last decade. And yes, I have been playing the game on a 12,9-inch current-gen device, so that might dilute the "real mobile experience" through an actual mobile phone - but my feeling of playing a Blizzard-quality game made by Netease's mobile experts most definitely still reigns supreme over the usual "mobile gaming" gameplay caveats. The only thing that brought me back to bleak mobile reality was the fact that monsters kept attacking me while talking to NPCs and while the game application was minimized, which is something that definitely needs to be fixed until release!
Besides the core gameplay loops, we should not forget about Diablo Immortal's User Interface. UI management in mobile gaming definitely qualifies as one of those beforementioned caveats, but Immortal does a tremendous job at keeping things on your screen as orderly as possible.
The Skills menu, the Quests page, the Codex, the Bestiary, and even the social tabs for guilds and friends feel incredibly connected to the game, not least because of the smooth animations between different UI elements. In addition to that, Diablo Immortal's map checks all the boxes of a decent ARPG navigation system: The minimap shows just enough information "on the run", while the full-screen world map offers all information about different zones and their points of interest.
Last but certainly not least, we do need to talk about the most important UI elements in any Diablo game: The character menu and the character's inventory - and those two continue to impress. Everything is where it needs to be, and you can easily navigate through your normal pick-up loot, your legendary gems, and your currencies. The only thing that didn't feel prominent enough was the character statistics page, which is hidden behind a separate tab next to the general character tab - but I understand that having a whole bunch of primary, secondary and tertiary stats displayed takes up a lot of limited space.
Together with action-loaded combat and above-average mobile graphics, the UI forms a gameplay trinity that is worth being called a game of the Diablo franchise.
The Systems - Expected Reliability, Some Innovation
The success of any ARPG title heavily depends on its in-game systems, and Diablo games are no exception to that. Before we dive into Diablo Immortal's systems, it is important to note that things can and most likely will change, as systems and rewards balancing is most definitely one of the top priorities for Immortal's developers right now.
The Codex
The Codex in Diablo Immortal could be identified as some sort of achievement system that rewards the player for many different accomplishments. From leveling to crafting over collecting special loot, the Codex does one thing and one thing only: It rewards the player for simply playing the game.
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From the very start, you will collect hundreds of small achievements that reward experience, crafting materials, currency, and Battlepass progression points. The Codex felt very overwhelming at the beginning, but as levels and general progression slowed down, collecting achievements felt more meaningful and rewarding. You also have to actively collect every achievement via the Codex interface, which can get annoying at the start, but I got used to it pretty quickly.
It was the Codex section of the game where I first felt like playing a real mobile game - the constant interaction with my touchscreen, the countless achievements, the blur of rewards quickly flickering over the interface. Early-game immersion definitely suffers from this bloated achievement system, but it shows a whole lot of potential when it comes to alternative end-game reward structures, a department where other Diablo games definitely fell short in the past.
The Battlepass
Talking about playing a real mobile game, the Battlepass system in Diablo Immortal leads the player in the same direction. Everything you do and more will reward Battlepass progression - but what is the Battlepass in Diablo Immortal?
Similar to other games in the last few years, and basically identical to Hearthstone's recent update, Diablo Immortal introduces a two-way Battlepass system. One part of the structure will always be free for every player that keeps playing the game, which means that you will progress and earn rewards based on your Battlepass level no matter what. The second part of the Battlepass will most likely be buy-to-play only. As of now, the reward structure looks, well, more rewarding, and includes more currency and other items on its way of progression.
In the Technical Alpha, the buy-to-play section of the Battlepass is deactivated for now, so I can't really comment on the real differences between the two parts of the Battlepass. By the looks of it, rewards in the buy-to-play structure didn't look immensely overpowered compared to its free-to-play counterpart - but as we learned from the recent drama around Hearthstone's Battlepass introduction, we know how volatile these kinds of reward systems can be.
Depending on the length of Diablo Immortal seasons and the final reward structure of the buy-to-play part, I can definitely see the Battlepass becoming the main source of income for Blizzard's upcoming mobile title.
The Bestiary
The Bestiary has to be my favorite new progression system in Diablo Immortal.
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Its functionality is incredibly simple: Monsters all over Sanctuary drop Monster Essences. If you collect 10 of them, you can turn them in at the Horadric Altar to unlock a random monster entry in your Bestiary. Unlocking this entry then will give you increased Life and Damage.
As I said, it's not a complex system - but it doesn't have to be complex to be successful. As a player, I want to learn more about my enemy, and unlocking random entries in a Diablo encyclopedia just feels awesome. In its current iteration, those entries only show monster art without further text descriptions, but I'm sure we will learn more about the lore of the Horadrim and their view on the world of Sanctuary once the game inches closer to release.
Bounties
Just like the Bestiary, the Bounty system of Diablo Immortal is just as easy to understand. A bounty board located in the main city offers a total of 12 daily bounties, ranging from simple monster kill counts to dungeon completion tasks. Bounties feel very similar to their Diablo III counterpart, and as already said, they played a vital part in alternative ways to level up your character when stuck in story progression.
We don't know if story progression will be as level-gated as it is right now, but I definitely enjoyed the relaxed approach and slowish pace that the Bounty system offers. The fact that this system is, besides general auto-navigation to known places such as waypoints, the only one where you can let the game take over your character's movement by using auto-navigation to the bounty location supports this feeling, and that felt absolutely a-okay to me.
Rifts
Another very common concept that Immortal took from Diablo III is the Rift system. As of now, Diablo's mobile iteration features two Rift systems, Challenge Rifts and Elder Rifts.
Playing Challenge Rifts will put you on the Event Ladder based on completed time and rift level while providing honor points and runes as rewards.
Elder Rifts in their base versions will reward you with experience, mystery items and gold. However, Elder Rifts can be enhanced through so-called Crests. The game currently features rare and legendary crests, and they can be obtained through various sources and resources.
If you decide to enhance an Elder Rift, the rift will receive one positive or negative modifier for each rare crest and one positive and negative modifier for each legendary crest added to the Elder Rift. Besides that, the rewards will increase drastically - you will receive more experience, more items, more gold, and much-needed runes for crafting. And most importantly, if you add a legendary crest you will also receive a random legendary gem at the end of the rift as well as a portion of so-called Fading Embers, another currency used for buying legendary gems and runes.
Long story short, Elder Rifts are the main way to reliably obtain and upgrade legendary gems, and those are one of the main ways to drastically improve your character strength. Just like rifts in Diablo III, they feel fun and rewarding - and scarce. Legendary crests are hard to come by because the only way to obtain them without a purchase limit is by spending Eternal Orbs, the supposed "real money currency" in Diablo Immortal.
Paragon
The lion's share of end-game motivation will stem from climbing up the Paragon system. Diablo III players across the globe will be able to tell the tale of that climb, but Diablo Immortal offers a completely new way of end-game progression.
As of now, classes will receive access to four different paragon trees. Players are able to only use one tree at a time with a maximum of 100 points spent on each tree.
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This screenshot shows the Survivor Paragon tree. Some of the talents only increase stats, while others give unique passive bonuses such as more experience gained or increased item drop rate.
Compared to Diablo III's classic Paragon level stat increases, Immortal's Paragon levels feel more meaningful, and different talents offer additional choices based on your preferred way to play the game.
First Kill of the Day
One of the few "mobile-feeling" systems is the "First Kill of the Day" reward - and it's dead simple: For your very first monster kill, you'll get one special reward every day. Over the last two weeks, those rewards included everything from Platinum to introductory legendary gems to random legendary items.
I'm not the biggest fan of this system in its current iteration, as it just serves as a zero-effort endorphin hit, unlike other Diablo Immortal systems. I'd love to see the system change to reward the first bounty, the first rift, or the first bestiary completion of the day instead, for example.
Currencies
For me personally, the design decision to have a large number of different currencies in Diablo Immortal was quite a surprise. Getting overwhelmed by so many different currencies floating around may be confusing, so I wanted to give a quick overview of all existing currencies of Diablo Immortal:
Gold
The one thing all Diablo players should be very familiar with is
Gold
. However, Diablo Immortal goes back to its roots when it comes to spending gold. Just like back in Diablo II, players can gamble away their hard-earned coins by buying random pieces of armor and accessories.
Scrap Materials/Enchanted Dust
Just like in Diablo III, Scrap Materials and Enchanted Dust are used for upgrading gear through your Blacksmith. These two materials can be found through salvaging normal and magic items and by completing various daily activities.
Platinum
Platinum
is another important currency that enables players to buy more expensive goods in Immortal. In my opinion, it will mostly be used to craft legendary gems. Players can earn Platinum through various daily activities, or as the "First Kill of the Day" reward.
Honor
A currency that will be earned right from the start of your journey in Diablo Immortal is
Honor
. It can be used to buy rare crests, reforge stones, normal gems, or echo crystals that will upgrade your normal gems. You can also transform Honor into Gold.
Runes
Sadly, the next currency won't play a major gameplay role in Diablo Immortal. Unlike runes in Diablo II, they are used exclusively as a crafting resource for legendary gems.
Runes
will be rewarded through rifts as well as other daily activities and can be purchased in the market.
Fading Embers
Next up are
Fading Embers
. So far, this currency only drops from enhanced rifts and can be used to buy every type of rune as well as legendary gems.
Reforge Stones
Reforge Stones
are used to further enhance your gear and are only available once you've reached max level. Players can obtain these stones with Honor, but those purchases are capped on a daily basis. If you want to reroll your gear indefinitely, you will need to spend eternal orbs.
Eternal Orbs
Talking about
Eternal Orbs
, the real money currency rounds out our long currency list. With these orbs, you can buy Platinum, legendary crests, and reforge stones.
As of now, we don't know any details about the exact exchange rate of real money and eternal orbs
.
The Loot - Less Drops, More Dopamine
Let's get to the most important thing in any Diablo game:
LOOT!
In general, loot in Diablo Immortal is much more scarce. Given the fact that we're playing a mobile game, this makes a ton of sense: While the game thankfully offers an auto-pickup function for normal, magic, and rare items, we wouldn't want our screen plastered with items, would we? The same goes for inventory space - not a single player likes leaving for the blacksmith during a rift or a bounty because of a full inventory.
However, that also means that legendary items also drop way less frequently - and this is where opinions will definitely clash. The avid Diablo II player in me loves the unique and unfrequent feeling of finding rare legendaries, while the min-maxing Diablo III player in me definitely needs all the legendary items and their build-enabling attributes as quickly as possible!
That brings us to
legendary items
: Similar to Diablo III, they all have unique exclusive affixes that modify certain class skills. After playing two of four characters in the end-game, I can safely say that there will be a lot of build options in Diablo Immortal thanks to legendary items. Will there be a build meta? Yes, of course. But there will also be builds for different situations, different content, and most likely even different mobile devices or connection quality!
Besides legendary items,
legendary gems
will also heavily alter gameplay as you know it from the leveling phase. There are lots of known legendary gem effects from Diablo III as well as new effects such as skill archetype interaction.
Once you've reached max level, you will be able to interact with yet another new way to further modify your character:
Charms
. Many players may know charms as inventory-exclusive stat sticks from Diablo II.
In Diablo Immortal, however, each player has a single charm slot to equip their charm of choice. As of now, charms can increase ranks to enhance up to five skills - but those skills are not restricted to your own class, so crafting and upgrading charms can be a frustrating experience at times. However, items called Skill Stones can be used to target-craft desired skills onto your charm.
Last but not least,
crafting
in Diablo immortal's current iteration largely consists of two things: First, there are item upgrades. Players can choose to upgrade their rare and legendary items in exchange for Scrap Materials and Arcane Dust. Item upgrades will simply increase primary stats and transfer to other items in case you've just found a decent upgrade for that particular slot.
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The second part of crafting involves normal and legendary gems. Unlike in other Diablo games, items have colored or legendary gem slots. For normal gems, different colors fit different gems with different properties. Upgrading them works similar to Diablo III. Legendary gems can be crafted in exchange for platinum and runes, and they're upgraded by infusing them with lower versions of the respective legendary gem - which is a cool detail because drops of gems you already own will never go to waste!
My personal opinion about itemization in Diablo Immortal is quite positive. Yes, loot is much more scarce, but that makes choice more significant and lets you build up a connection with your items, which favors immersion and the player-character relationship - two very subtle but important factors in ARPGs. It also makes dropping and equipping upgrades and the hunt for those much more enjoyable. That goes for legendary items and gems in particular, just because they cause such an increase in player power and choice of playstyle.
During my playthrough with all characters, I felt a decent increase in power over time, and even at max level, I found myself regularly crafting legendary gems and further upgrading my gear to constantly push character progression.
The Market
We almost forgot talking about the Market in Diablo Immortal!
The Market will be Immortal's version of an auction house. But fear not: As of now, it is only used to exchange runes, gems, legendary gems, and skill stones for charm crafting. That's it! No real money, no equipable items. And that is a good thing, of course, because most of us experienced the disaster of Diablo III's real-money auction house - something that should never ever happen again in any Blizzard game.
The Shop
One element of Diablo Immortal that many readers of this review will want to hear about is the Shop.
As of now, the in-game shop offers three pages for the purchase of Legendary Crests, Reforge Stones, and Platinum. And that is it.
As of now, the shop doesn't show any Eternal Orb to real money exchange rates
, so we really can't comment on how cheap or expensive the items on sale are in comparison.
But one thing is certain: If you want to play at the top of the top, you will need to spend real money on Diablo Immortal. Rerolling your items for the perfect stats with reforge stones, running indefinite amounts of elder rifts with legendary crests to get your legendary gems and their upgrades - as of now, all that is limited on a daily basis if you're not willing to spend real money.
However, I really do think that Diablo Immortal still has great potential for dedicated Diablo fans that don't want to spend hundreds of dollars. The Battlepass will hopefully come at a reasonable price and could include a number of Eternal Orbs as well so that it becomes the seasonal weapon of choice in terms of getting the biggest "bang for your buck".
The Conclusion - Much More than Diablo 3 on a Stick
Diablo Immortal is like the Christmas special of your favorite TV show: It's not a regular episode but it definitely makes you excited for the next season, which in the franchise's case is Diablo IV.
I started playing Diablo Immortal with much skepticism, and I have to admit that I was proven wrong. Playing this game feels fresh, it feels rewarding, and it feels like a real Diablo game, no matter the platform. The comparisons to Diablo III surely are justified, but the game objectively offers tons of new features and ways to play a game of Diablo. To compare a mobile gaming title to other PC games of a franchise is unfair, but the fact that we
can
compare those games just shows the sheer quality that Netease and Blizzard put on the table with Diablo Immortal.
The game looks incredibly polished in the Technical Alpha stage, and I wouldn't be surprised to hear a 2021 release date during BlizzConline in February. The few negative experiences involving monsters attacking during NPC interactions and disconnects are heavily outweighed by the game's otherwise complete state. A promising story, meaningful item and character progression, varied gameplay systems, and a motivating end-game experience - Diablo Immortal has it all, and it didn't even enter Beta territory.
I've even come to a point where I asked myself: "Why does such a high-quality game have to be a mobile-only title?"
And while I wish that Diablo Immortal will get some sort of PC port or even just controller support in the near future, I couldn't be happier to have caught a first glimpse at what could most definitely become a Diablo community favorite. All this will depend on the fairness of Diablo Immortal's monetization model, of course, but Blizzard's general approach to the Battlepass system looks alright and offers lots of room for a creative reward structure in exchange for a reasonable price.
I'm certain that Diablo Immortal will turn out to be much more than occupational therapy until the release of Diablo IV. It's a fun game and also a fitting playground for the Diablo team regarding Diablo IV development, which is a great plus while quenching your thirst for loot and glory!
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