Diablo's pay-to-win system encourages players from Nfkjasfas's blog

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The main issue with Diablo Immortal stems not from the fact it includes numerous microtransactions, or its pay-to-win aspect D2R Items. It's a sad reality that instead of using Diablo's mobile debut to move the RPG genre on mobile in the same way that Blizzard has done with a variety of genres over the years, instead, it opted to adopt the most shady practices on the platform. 

Diablo's pay-to-win system encourages players to pay thousands of dollars (or in the estimation of one player as high as $80. 000) to max out their character through Legendary Gems. Premium bundles of items in game be as little as $1 and come with made-up "value" percents of around 800 percent to draw players into. As players progress, and more bundles are unlocked as they progress, the bundles begin increase in price. 

Three different paid services are available to give players who are looking to spend more money and enjoy a bigger advantage over players who thought they'd be in a position to compete simply by buying a single battle pass. There's even an entire endgame progression system that is based on opening increasingly expensive loot box with keys that can also be opened with a particular currency purchased using a premium currency. 

The list continues. When you see players bombarding in the game's chatroom buy D2R ladder items, hoping to exclusively form groups along with others who play pay-to win "whales" (a term that is used to describe players who have spent huge sums of money in games that are free to play compared to the typical player) It's a real problem.


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