Rethinking DIablo Immortal

Okay friends I am going to do a bit of a thought experiment. I have spent so much time focused on the awful monetization systems, that I am going to take a step back and evaluate the game based on all of the systems that do not involve spending money. This is a huge fucking ask mind you because especially considering that the game reminds you that you can spend money an awful lot. However this morning I am going to make a case for Diablo Immortal the game, not the scheme to separate you from your hard-earned money. Ultimately I am looking at how good of a job this game does of being a Diablo title that is designed to be played in bite-sized segments on your phone.

The Case For Immortal

Bite Sized Interactions

The game has an almost overwhelming amount of boxes to tick, and the deeper you go into the game it seems like more of these systems open up. I now have way more daily systems than I can realistically interact with at least on the level that I am playing this game. Each of these systems only takes a few minutes to play through, which makes them generally ideal for mobile interaction. Collectively they add up to a lot and in theory every single day I should be doing:

  • 1 or more Elder Rifts
  • 1 or more Challenge Rifts
  • 8 Bounties (or more if you missed days)
  • Legacy of the Horadrim
  • Helliquary
  • 5 Shadow Bounties
  • Path of Blood
  • 3 Bestiary Pages
  • Any Daily Quests
  • Any Bonus Dungeons

While Elder Rifts are deeply fraught, they can be run for free without the use of any crests and I have managed to get a full set of “pity” Legendary Gems while running basic crests without spending a time. Sure my resonance is crap as compared to the whales but the game seems completely playable regardless. The rest of the systems are open to players without needing to spend any money and offer several hours’ worth of playtime. As to whether or not you can actually make “progress” in these systems that is another question entirely. I however have found a large number of Legendary armor items out in the open world and from the rewards, I have gotten from both bounty caches and turning in bestiary pages.

Interesting Social Systems

Another thing that Diablo Immortal has gone for is that there are multiple layers of social interactions, that end up adding up to their own systems of interaction. First, you have an 8-player Warband which is its own close-knit group with a reward structure depending on playing together regularly. There is gear that the entire team gains access to, and from what I am hearing it is often a world tier higher than what you can equip through other means. I have largely been playing solo and as such have not interacted with this system in a significant way. I however have seen folks talking about it and it looks cool.

Then you have clans that serve the purpose of a guild, and over time you gain perks as a result of being in a clan. Wythfern is lead by my friend Namaslays and we recently had to kick out anyone that was not high enough level to be a “shadow” in order to make the clan a Dark Clan. That mechanic needs some work to be honest because I do not love that in order to align your clan and gain the benefits of that… EVERYONE has to be a Shadow. Essentially there is Adventurer, Shadow, and Immortal and they are all essentially mutually exclusive alignments.

These factions all have their own perks, but I think the sweet spot is probably being a shadow. There is this whole guild conflict system that we will probably never be big enough to actually interact with, but essentially there is one single clan that are the Immortals of the server, and then any number of Shadow Clans that keep them in check. The ten strongest shadow clans can challenge the immortals once per week, and if the Immortal is defeated… then there is a free for all among the top shadow clans to determine who the next immortal is.

Again it is highly unlikely Wytchfern will ever be one of the top 10 shadow clans on the server, but what this faction alignment does give us is a bunch of new daily levers to pull in order to get loot and gameplay opportunities.

Nuanced Build Options

I have yet to cap out my character and start working on the paragon system. However, I have seen enough of the game through the eyes of others in order to understand the path forward. There are a number of systems that interact with each other that allow you to create a fairly interesting character build. I am going to spend a little bit of time talking about each of these systems, and how they effectively add up to a character build.

The first component of a character build is the abilities that you are using. These unlock as you play through the game and level up and pretty much represent all of the abilities that you are familiar with from other Diablo games. Essentially you have one of two primary attacks, and then four skills that you can have equipped at a time. There is not a ton of synergy between the skills themselves, which is I think in part why the game felt a little shallow until I started opening up the next system.

The next component of your build is the six pieces of legendary gear that you have equipped on the right side of your character portrait. Each piece has some sort of a trait on it, which are effectively the equivalent of the combination of runes that you choose in Diablo 3 and the legendary/set gear that you equip. Each one mutates the base skills you have equipped in specific ways and grants you access to that inter-ability synergy that was missing.

At first, I thought this system was sort of crap, in that it seemed you just needed to be lucky to get the right items at the right level in order to have the build that you actually wanted at any given time. Then I stumbled onto the essence transfer system which is this game’s equivalent of Kunai’s Cube. Essentially you can consume an item, spend a bit of gold, and then collect the special effect of any piece of legendary gear. Then at will, you can go to the Essence Transfer merchant and effectively give any new piece of gear the effect of any item you have consumed. This allows you to take those items that are a significant upgrade, but make them function like the items you need for a given build.

The next piece is something that I have yet to experience in the game because it is not a system that you can interact with prior to the maximum level. The six items that appear on the left-hand side of your character portrait make up this game’s version of the “Set Items”. Instead of needing to choose between wearing a set item or a legendary item in a given slot, they have effectively separated all of your gear so that you will always be utilizing both. Every piece of gear has a specific place where it drops, so it is just a matter of grinding out until you get it.

Another system that I have yet to be able to interact with is the Paragon system. Much like Diablo 3, after you hit the maximum level you start gaining Paragon points. Instead of these being pure stat increases, they go into what is effectively a talent tree with an example shown above. These choices give you power but can also be used to shape your build in a specific direction. If you want to be really tanky, then there is a path for that. If you want to be pure dps… then there is a path for that.

Now we get into the bad parts of the character build… the first of course being the six legendary gems that you are utilizing. Again this is a system that you only have the most basic interaction with as a free player because you will never see anything higher than a two-star gem, which means there are nine of the most powerful gems you will never see… unless you figure out some way of gaming the system and making lots of platinum. Each gem gives you specific boosts and the total quality of all of the gems equipped gives you a flat increase in total effectiveness. A bad system, but it is nonetheless part of the character build profile.

Lastly of the systems, I am currently aware of, you have charms. These are the most RNG thing I have ever experienced in a game, and each time you level one of these up… you a random bonus to some ability in the game. It is highly likely that MOST of these skill increases will be for a class you are not even playing. Each bonus has between a 2% and 10% increase, but one with 2% will always end up giving you 2% on all abilities on the charm. So not only is it highly unlikely that you are going to get a bonus to your class… it is equally unlikely you are going to get a buff to an ability that you actually use. The goal is to get a Charm with your primary attack and all four of your skills on it, but that will take a lot of effort and a lot of platinum. There is a whole system of extracting a skill stone from a charm for 500 platinum, and then using that skill stone to imbue another charm… probably being it chooses a random ability from the charm you extracted from. A purposefully frustrating system that is going to be a massive platinum sink for those who chose to chase it.

Other than the two last systems… I think the game does a pretty solid job of giving you a bunch of levers that you can pull to finally end up with a pretty engaging character to play.

Fun Gameplay

Essentially it is a core Diablo fix in your pocket. The gameplay feels enough like a mainline Diablo game to be satisfying. I have to give the team credit that this is a really well-crafted experience and the story helps to plug the gap between the events of Diablo 2 and the events of Diablo 3. When I say Diablo Immortal is a dumpster fire, I am not talking about the actual gameplay. To be honest I would love to be able to play this game on the Nintendo Switch. I think this is maybe the perfect Diablo for a platform like that. The problem is that monetization is always there lurking in the background and ultimately tarnishes the good feelings that this game has in it.

The Case Against

Overly Aggressive Per Character Monetization

I feel like I don’t need to go into this one at length because I have done so in another post. The ways this game has to extract money from you are many and are constantly just lurking beneath the surface. There are definitely three classes of citizens in Diablo land: The serfs (free players), the knights(limited payers), and the lords(the whales). If you can ignore it completely there is still a really enjoyable game to be experienced, but the fact it is always there always trying to open your wallet just feels bad.

Anemic Rewards

Diablo by nature is a grindy game, but Immortal makes a standard Diablo game feel like the most rewarding loot fest you have ever experienced. Coming back to Diablo 3 felt like I was bathing in a constant wash of dopamine hits as Legendaries dropped my manna from heaven all around me. Almost everything you are going to do in Diablo Immortal is going to feel deeply unrewarding. Generally speaking white quality and blue quality loot is useless… which is why you will see players not even bothering to loot it in videos. Yellow quality is somewhat useful but only for the single material you are going to get from breaking it down… and you will need to repeat that process 50 to 100 times per item slot depending on the tier of gear you are trying to upgrade to. It feels bad to play for an hour and feel like you really didn’t make much in the way of progress or get any interesting loot in the process.

Traditional Diablo Games Exist

I think my biggest strike against Diablo Immortal is the fact that other Diablo games exist and feel way more rewarding for your time. I’ve been back having a blast in Diablo 3 and swimming in rewards… and it feels great. I will say though that playing Diablo Immortal has made me really wish that the PC version of Diablo 3 had controller support. What Diablo Immortal gives you that no other game can is the ability to play it on your phone. If you are not playing it on your phone… then I think at some point you will probably drift back to whatever your ARPG of choice is… because it will treat you better in the long run. Already seeing folks going back to other Diablo games like I did or Path of Exile/Torchlight.

Summary Judgement

Diablo Immortal is actually really fun to play, for short periods of time. The thing is that formula kinda fits the mobile device footprint perfectly. I am not sure about you, but when I play a mobile game I tend to play it for 5 to 15 minutes at a time before doing something else. In that amount of time, you could do two or three activities and then go on and do something else for a while, without feeling like you are being interrupted. I would say this is a Diablo uniquely targetted at its original intended market, and we would probably not be judging it so harshly were it not for the fact that it came from a AAA franchise and was also released on PC at the same time. This PC release is namely what I think is making us view it in a very specific light that is deeply unflattering to the game.

I absolutely think the monetization strategy is awful, and there is nothing I will ever say that provides cover to it in any way. I think had this launched with a battle pass and cosmetics, we would have welcomed it with open arms. It is really the Legendary Gem system that is the sticking point, and how the best stuff is currently completely locked off to being an exclusive whale thing. If they made monetization tweaks it could be fairer… but the damage has already been done. Even if in six months I create a post expounding upon how much better everything is… it is not going to move the needle. I mean shit I have done this with New World and I have seen almost none of my friends attempting to give it a second chance.

Diablo Immortal gives me equal parts of hope and fear about what Diablo 4 is going to look like. The team has come out in force to say that Diablo 4 will not have the monetization that Diablo Immortal did. While I want to believe them… there is always going to be lingering doubt. Monetization aside, however, I do actually like a lot of the systems design work that went into Diablo Immortal and if we see things along those lines with Diablo 4, I think I am probably going to enjoy myself greatly. I especially like the social structures within Immortal, and I am hoping we see something like that happening in Diablo 4. If you are a big fan of the Diablo franchise, and especially Diablo 3… then I really do think that Diablo Immortal is worth playing with a whole stack of caveats attached to that statement. I still plan on staying in the serf territory, because I do not relish the thought of rewarding whoever came up with this awful monetization scheme. That said were things different I likely would have bought the battlepass and maybe some cosmetics and paid upwards of a $60 boxed game price on this. For the time being however that is a pandora’s box I am leaving sealed shut as I continue to dabble around in the parts of the game that cost me nothing… of which it is ample especially as a tertiary game.

Razer Kishi V2 Review

Good Morning Folks! I am a sucker for a new controller because I seem to be on this eternal search for the perfect one. I have three hanging show storage units full of controllers that I have bought over the years, each of them with its own foibles. In the mobile space, I have been on a similar journey of trying to find the perfect controller that will turn my phone into a switch-like device. I’ve talked about this search before in the past, and have even tried the original Razer Kishi device. The core problem that I had with that device is it is connected by essentially an elastic band, which led to a certain amount of torsion as I apparently apply more force with one hand than the other. The end result was a controller that felt comfortable in the actual controls, but flimsy as a complete unit in the hand. When I saw that there was a revision in the works and that they were obviously taking notes from the Apple exclusive Backbone controller, I was interested… at least enough to purchase one. Please note that this entire post is going to largely be for Android users only. If you are in the Orchard and have an Apple device, just get the Backbone controller and call it good.

My unit arrived yesterday, roughly three days after I placed my order. This seemed pretty fast considering that I ordered directly from Razer instead of going through a service like Amazon with an already proven delivery track record. One of the things that initially excited me about this controller was the thumb sticks and how much they reminded me of the Nintendo Switch. This initial impression however appears to be cosmetic only, because the thumbstick is probably the deal breaker for me but I will get into those specific complaints a bit later. Essentially the device has a thing backplane that telescopes and a combination of a swappable rubber pad and a top lip that holds the device in place. The device comes with two sets of pads, essentially a thick set and a thin set and if you were so inclined with a 3D printer… it would be pretty easy to bang out a set of pads to fit the exact gap of your phone.

There is a fairly standard assortment of face buttons, and some of the best triggers I have seen on one of these wrap around mobile controllers. In addition to the standard bumpers and triggers, you have a second pair of buttons which are by default mapped to A and B but all of the buttons can be remapped using the Razer Nexus software. At first, I have to admit I was concerned about maybe hitting the little inset face buttons when I was pressing a trigger since I have notoriously large hands, but in the middle of the action, it feels very comfortable. The grip design also felt extremely comfortable in my hand as I played through a handful of different games over the several hours that I have already spent with the device. However, let’s get into the problems I found with the device.

The Case Against

First, let’s start with the Thumbsticks that I hinted at earlier. There is something odd about them and the comparison to Switch is only at a surface level because these do not feel good to use. It is really hard to pin down the problem but it is something about the thumbstick height and the actuation that end up feeling like a very shallow experience and remind me of what it felt like to use the thumbstick on a Vita. The rubber surface also feels a bit too soft for this controller and I would be concerned that after a hundred hours of regular usage, that it would begin to rip and tear, as I could already feel it giving underneath my thumbs. Again this could entirely be a “big hands” problem, but I am uncertain.

Another problem that I found more annoying than anything is the layout of the face buttons. I’ve become used to the “switch layout” of the miscellaneous buttons and as such, I have gotten used to the equivalent of “Start” and “Select” being towards the top of the controller and “share” and “home” being towards the bottom of the controller. On the Kishi V2, the “select” button is the “…” icon and appears in the correct place, however, the “pancake stack” icon is the one that represents “start”. It is placed underneath the home button on the controller, so your thumb always finds home before it does start leading you to accidentally press it. The functionality of “home” on this controller is thoroughly useless because it is designed to launch the Razer Nexus app, which will kick you out of whatever game you were playing. Similarly, the functionality of “Share” instead of just being mapped to an android screenshot, takes you to some built-in game streaming functionality within the Nexus App, which is a less than ideal option.

Razer Nexus App

Then we get to the Razer Nexus app itself, which on the positive allows you to remap all of the buttons on your controller in order to support whatever layout you might need. The negative is this appears to be a global change and while the software itself offers the ability to launch into all of the games installed on your device, does not appear to offer any per-game profiling. I was honestly excited for a moment when I first saw the software because I thought maybe it might have some sort of built-in screen mapping to add in support for games that have no controller support out of the box. That unfortunately is not the case, it is instead an attempt to create a store-like interface that simply shows you games that are available in some form on Android, with the top row being games you actually have installed. As far as the game streaming option that I spoke of before, it seems to only support Facebook and YouTube… with seemingly no support for Twitch.

Now let’s use the coolest Razer website product shot to maybe blunt the impact of what I consider to be the worst problem. Remember I said that my core problem with the Razer Kishi V1 was the torsion issue, where I apparently apply uneven pressure to the two sides of the controller causing it to twist and feel like it is putting pressure on the phone? I have the same problem, admittedly to a lesser degree with the Kishi V2. The central backplate is significantly better than the elastic band design, but the strength of what I can only assume are elastic bands in the central column is not enough to hold your device securely. There is still a lot of twisting that takes place while I am playing games and I have to treat the controller very carefully for fear of twisting my phone in the process. The plastic is thin and the entire device feels a little on the flimsy side, which does not help the feeling that I could twist it in half taking my phone with it.

The Better Option

GameSir X2, Razer Kishi V1, and below Razer Kishi V2

It is for all of these negatives that I can not recommend a purchase. I personally still recommend the Gamesir X2, and honestly, the only reason why I continue looking for other options is the fact that I would love to be able to play games on my phone without having to shuck it out of the case. I thought maybe just maybe since I have a Razer V2 Phone and a Razer-made thermal case… that someone inside their design lab would have taken this specific combination into account. That is not the case and I am forever likely to keep having to pop my phone out of its case in order to use any of these controllers. The Gamesir as a whole just feels like a more solid option. The wider points of contact with the phone essentially stop the whole torsion problem, and the thumbstick is at an ideal height… even if I wish the thumbstick pads themselves were a bit bigger. Then you have the face buttons thing, where they are more in line with the Switch standard that the rest of the android controllers use.

Then you have the price. While both controllers started out at $100, the Gamesir X2 has been around long enough to regularly be on sale somewhere in the range of $50, or potentially cheaper if you are willing to risk some sketchy Chinese websites. Razer could however make up all of this ground if they would do something useful with their Nexus application. If they added in screen mapping functionality, I feel like this entire discussion would shift significantly. That is a killer app that Backbone does, but none of the Android options seem to be able to do it. Technically I have software that will do it… but it requires so damned much work in order to get it working on a non-Rooted phone. Again if you are an Apple user then your choice is simple, just get the Backbone controller as it does pretty much anything you could want it to do.

Again the Razer Kishi V2 is a massive improvement over the original design, but when compared to other offerings I just cannot recommend it. If you are nonetheless still interested, here are links to the controllers I talked about during this post. Note, that Amazon seems to be completely sold out so you will have to go directly to Razer.

A Happier Me

Good Morning Friends! I hope you all had an excellent weekend. Ours was a bit of a weird one, combined with the fact that we are dealing with an early heatwave. This morning it was over 80 degrees at 5:30 when I first woke up. That is entirely too hot for human beings, and that has been a trend the last few years of getting our heat spikes considerably earlier than normal. One of the side projects I have been doing over the last few days is editing our old episodes to package them up into a YouTube format. One of the things you maybe need to know about me is that I have every single episode we have ever recorded, as well as a number of side projects sitting on network-attached storage. That means I can crack open the original files, apply some tweaks to them and then paste them into something resembling a more modern structure before exporting and creating a video out of it.

One of the strangest things about going back and listening to myself from eight years ago is generally how much happier I sound. Like it might not be noticeable to anyone else, but for me it is jarring. Truth be told I am happy enough but I am not really experiencing much joy in my life at the moment. I mean on some level 2014 seems like a simpler time, when things were not quite as fraught as they are today. In 2014 we had yet to deal with GamerGate or the fallout that caused so many voices to be silenced and blogs to be shuttered as a result of folks “noping” out of gaming. We had yet to deal with the great unmasking brought on by the Trumpian area, and folks with fringe beliefs felt completely justified to bring them up in every public forum. The episodes that I have been listening to are from April of 2014, and at that point, Eric Garner had not been murdered and the sequence of events that lead to mass protests around the country regarding Police brutality had not been started.

On the gaming front, Sony Online Entertainment had not been sold yet, and as a result Landmark and Everquest Next were still things we were looking forward to. I was still looking forward to the Nightmare Tide expansion in Rift, and they had yet to be sold to Gamigo. We were in the middle of Mists of Pandaria and anxiously awaiting the announcement of the next expansion that would be the Warlords of Draenor. So that means we had yet to live through the great drop-off of players in World of Warcraft and the back-to-back stinkers that were Battle for Azeroth and Shadowlands. I personally was in the middle of being extremely happy about the launch of Elder Scrolls Online and looking forward to the launch of Destiny which happened in September of that year.

I was still regularly hanging out with friends on a nightly basis and was even streaming pretty regularly. This is prior to the westward migration of a good chunk of my friend group, which has put a two-hour gap between us making it very hard to organize things. I am generally going to sleep as they are coming online. I miss doing things with people and my great recharge moment had been Diablo 3 for the longest time. This is also before we found out how generally fucked up the situation with Blizzard was and their employees, which ultimately made me not want to touch anything published by them. This was also a time before the Pandemic and me not leaving the house all week long other than a trip to pick up donuts from a drive-through on Saturday and Sunday. As much as I enjoy working from home,I do have to admit that it only furthers the self-imposed isolation that I find myself in.

It also feels like the big moments of synergy that bring everyone together in one place… are getting fewer and further between. Even the most recent launch of Endwalker felt like a deeply fractured experience, as I rarely happened to overlap timewise with other people. I think during the entirety of that expansion leveling process I ran a single dungeon with a friend. I can’t blame my present isolation on anyone but myself to be honest. I could go out and make new friend groups that are more compatible with my timezone, but that just feels so freaking hard. When you have had a regular group that just happened effortlessly… it is so damned hard to put the effort to find that again elsewhere. I know I have people that I can reach out to, and do things with… but none of the groups that I am in the orbit of seeming quite the same. I mean… it is hard to replace a group that I have recorded almost four hundred podcast episodes, and the natural rapport we all have.

In the current malaise that I find myself in… last night I caved. I have been avoiding all Blizzard products, or at least until the release of Diablo Immortal. I used that as an experiment so that I would be able to talk about its gross monetization scheme from personal experience. Instead, all that it really did was make me miss Diablo 3 even more. This game is such an emotional experience for me, and I had last played it in April of 2021… and then found myself missing it almost every day since then. I’ve scoured so many other games looking for methadone for this game and never quite finding anything that really fits in the same way. I found myself crawling into a bubble that was the seasonal game in Diablo 3, and pretty much completely forgetting everything else existed. I didn’t even partake of the nightly Tequatl ritual in Guild Wars 2.

I love Diablo and I think that is why the whole Diablo Immortal fiasco has been so crushing. I spent so many years anxiously waiting for news on Diablo 4, and yesterday also brought us a brand new trailer as part of the Microsoft show… which I will talk about at a later time. I think the announcement, the longing, and this realization that I used to be a happier person is ultimately what lead me to spend my night leveling a seasonal character. I feel like I failed on some level because I had been trying to avoid anything Blizzard related for so long. However, I also think that this self-imposed activism didn’t really make me happy… instead just made me miserable.

I am not happy with the state of the world right now. I am not happy with the state of my isolation. I am not sure what I can really do about either, but depriving myself of things that were bringing me joy doesn’t make it better either. I use video games as an escape from the world, and since 2014… more and more of the world has seeped into that experience. Twitter used to be my happy place where I talked about games with other excited gamers… but now I flinch preparing myself for more news of the next shooting, or next corporate malfeasance. I am tired and hollow… and on some level, I wish I could pop back to 2014 when I seemed to be so much happier. I know that is not a thing that can ever happen, and I also have no clue how to claw back some of that joy. Last night, however… playing Diablo 3 again for the first time in over a year brought me some measure of that joy back.

Diablo Immortal Caste System

Good Morning Friends. Confession time… I have continued to play Diablo Immortal in spite of how I currently feel about Blizzard and this game’s monetization scheme. In part, the game actually has its fun moments, and in part, I wanted to see just how deep and twisted this rabbit hole gets. There is quite a bit of sensationalism flying around about this game… some of which were mischaracterized or misquoted. I figured the only way I would find out for certain was to push through and as a result, I have been spending a few hours a day over the last several days working through the game’s systems. As of last night before I went to bed I had just dinged 56 which puts me a stone’s throw away from the level cap of 60 and the beginning of the paragon system. I cannot comment about the true end game, but I do feel like I have a wealth of knowledge now about how the day-to-day functionality of this game works, since the key criticism from the monetization apologists has been that those folks reviewing the game have not really played all of the game.

I will say that the game does get considerably more enjoyable as more systems open up. One of my key complaints was that the class structure did not really feel very much like Diablo, in that there was the little interplay between abilities. This changes as you introduce Legendary Gear and Legendary Gems, which combined give you the specialization structure that Runes provided in Diablo 3. I am using a specific set of gear that gives me traits associated with the abilities that I use, which in turn is reinforced by the legendary gems that I have managed to acquire on the “free” track. I am functional but a good chunk of this game is going to be grinding repetitive content in search of the right piece of gear for the right slot/ Given the anemic drops that occur from general content runs as seen above, it takes a lot of time before you see anything that is not immediately scrapped.

You can however pay your way to the dopamine hits that we are used to from running literally any content in Diablo 3. A maxed-out Elder Rift requires you to spend 10 Legendary Crests, which costs roughly $25 in real-world currency. Paul Tassi released a video that shows the difference in feel between a “Free” run and a “Paid” run and it is significant. The truth is nothing I have been able to complete so far has given me the almost seizure-inducing cavalcade of loot that I am expecting from a Diablo game. What you do get a lot of even at 56 is white and blue trash drops, which are effectively useless. If you watch any farming videos you will notice folks not even bothering to pick up half of the loot because it has no value at all even from a materials standpoint. If it is not yellow or higher it is not worth even a moment of your time.

The one thing that I have noticed however in my time playing is that there are three distinct tiers of players in this game, which provide a sort of financial-based caste system. Before I dive into this I think it is important that we set some guidelines for costs. Everything in Diablo Immortal drives you towards the $24.99 pack of Orbs, because that allows you to purchase a 10 pack of Eternal Legendary Crests and that also allows you to run a maxed-out Elder Rift. As such I am going to set this pack as our baseline and then calculate the costs of everything else in the game from that point. Since Diablo Immortal does the thing that every mobile game does… and tries to divorce your understanding from the actual dollar amount I am going to bring that back in focus. There are two currencies that matter for cash transactions, Eternal Orbs and Platnium and each of these has a real-world conversion cost.

  • Eternal Orbs cost 1.6 cents each
  • Platinum cost .16 cents each

These numbers will come into focus later on in this discussion, but for now, let me talk to you about the three castes of players in Diablo Immortal.

Free to Play – The Poor

I feel like it is important to understand that I have not spent a single dime on Diablo Immortal and I do not plan on doing so. The monetization scheme with this game is truly egregious as you will see as I dive into this discussion. That said normally speaking I am a player that does not think twice about microtransactions. If you have a cool outfit on the cash shop, or a quality of life item… like the boss summon stone thing from GW2… I am going to snap that puppy up and swipe my credit card. Mobile games and Gacha games, in particular, are just a bit too greedy to ensnare me in their web. I’ve spent a truly staggering amount of money over the years on Magic the Gathering packs because they are only $3-$5 at a time. It is a low enough amount of money for me to feel like I am not really spending much of anything… until you realize that you bought 300 at that price. Gacha games love to make you spend $20 and $40 at a time… which considering my age still feels like “real money”.

As a free player, the system that is hardest for you to engage in is that of the Legendary Gem. I have a full set of 6 legendary gems, all but one are “One Star” gems. This means they are the weakest gems that you can possibly get, and most of what someone might see when running a rift with the “free” quality of crests. As a free player, I received one Legendary Quest for the first time I ran an Elder Rift, and unlocked that system… which I think rewards the same predictable Legendary Gem to every player that runs it. After that, I will be able to unlock a grand total of two Legendary Crests per month. One is purchased from the Hilt vendor, and one is unlocked at rank 20 on the free path of the Battle Pass. That means it is highly unlikely I will ever see a gem drop that is higher than two stars because I will be spending almost all of my time running Rare Crest rifts which are capped at a maximum of two-star gems.

If I complete the daily activity rewards track by getting 120 battle points, the final chest will reward me 300 platinum, which can in theory be used to purchase items on the in-game auction house. Every transaction between players uses platinum as an exchange currency. So if you go back to the conversion rate I have a possibility of earning roughly 50 cents worth of platinum each day that I can then put towards buying Legendary Gems that folks are selling on the marketplace. We will dive further into this as I talk about the other Financial Castes, but for now, know that the Auction House exists and uses platinum. One of the talking points that has been used to deflect this truly evil monetization scheme is that the free players are given platinum, that they can in theory save up to buy gems.

Bargain Spenders – The Middle Class

Diablo Immortal has more unique ways to spend money than I am honestly used to from mobile monetization. It keeps popping up special offers, that are discounted in order to entice you to take a bite. For the Bargain Spender path, I am going to theorize that this is a player who has purchased everything that is presented as a “massive savings” and is not actively engaged with purchasing Eternal Orbs directly. This starts with the Boon of Plenty which is a “buff” that gives you a login reward each day, but you also have to keep logging in each day in order to qualify for the bigger rewards like Legendary Gems. For this privilege of being chained to daily rewards you are asked to spend $10 and can stack it for up to 90 days worth of use. On top of that, there are two different battlepass paid tracks and something that opens later called the prodigy’s path which gives you “rewards” as you level up. Here is a quick rundown of each of these “bonus” purchases and the cost associated with them.

  • Empowered Battle Pass – $4.99
  • Collectors Edition Empowered Battle Pass – $14.99
  • Boon of Plenty – $9.99
  • Prodigy’s Path – $19.99
  • Beginner’s Pack – $.99
  • Mad King’s Breach Trove – $.99
  • Forgotten Tower Trove – $1.99
  • Tomb of Fahir Trove – $4.99
  • Destruction’s End Trove – $6.99
  • Kikuras Rapids Trove – $9.99
  • Cavern of Echoes Trove – $19.99

Essentially each time I complete a dungeon I am offered a trove as my “reward” for completing that dungeon. I believe that I have one more dungeon left in the game, the Pit of Anguish and at the end of that, I will very likely be offered another trove. Notice how each trove goes up in price as a way of psychologically priming you for that $25 Legendary Crest pack in the future. So remember that on the free track I had the potential of getting 3 Legendary Crests in my first month. As this hypothetical “Bargain” gamer that has purchased everything that has been offered to them, it would have cost $95.89, and at my current level, I would have received the following.

  • 3 Legendary Crests from the Battlepass
  • 5 Legendary Crests from the Prodigy’s Path
  • 7 potential Legendary Crests from Boon of Plenty
    • pending you logged in every day for 30 days
  • 24 Legendary Crests from all of the Troves

This would give you a grand total of 39 Legendary Crests and enough Eternal Orbs to purchase 23 more, giving you access to 46 Legendary Gems and quite possibly some of those being higher than the 2 stars you can get for free. At this point, you are probably thinking “Hey! You could sell some of those gems on the Auction House to earn the platinum to get the gems you really need!”. NOPE! That is not a thing you can do… or at least not a thing you can do for 39 of the 62 gems you just got access to, which leads us to the upper class of Diablo Immortal and the next discussion group.

The Whales – The Wealthy or Addicts Going Bankrupt

So we know that a “10 Pull” Elder Rift costs $25 or 10 Legendary Crests. However, what is not well explained in the game is that there are two classifications of Legendary Crests. There are the ones that the game doles out to you for “free” through the bargain packs and two a month for just playing the game, and then there are the REAL Legendary Crests called Eternal Legendary Crests that are only available from the cash shop for Eternal Orbs. There is no difference in the appearance of a Legendary Crest and an Eternal Legendary Crest, but mechanically they function very differently. Anything you get with the Legendary Crest for “the poors” is bound to your character, meaning it cannot be sold on the in-game Auction House.

So when you go and look at the Auction House, every single gem that you see over 2 Stars is being placed there by someone who has whaled hard on this game in order to get it. Remember when I said that you could early 300 platinum per day if you worked really hard and did all of your daily activities? Blood-Soaked Jade is one of the gems I would need for the build I am working towards, and currently, it is being sold for 276,000 Platinum and is only available in a maximum with 4 Stars filled out. If we convert that to real money, that single gem would cost you $441.60. [Edit] – When I first posted this I made a classic failure to convert from pennies to dollars, so I incorrectly had this valued at $44,160.00. Almost $450 is still awful, but not quite as overwhelmingly awful as over 44k. If I wanted to save up platinum in order to purchase that as a free player it would take me 921 days of completing dailies or just a little over two and a half years.

That is expecting that prices stay stable… when in truth over time they are likely to increase not go down in price given that the ONLY people feeding into this auction house system are the whales. Once the whales move on to the next game, the market is going to dry up, and very quickly there will be no gems over 2 stars available for purchase. This entire house of cards is entirely unsustainable in its current state. I cannot imagine a future where this monetization scheme stands for long, and where the game is actually successful. It is my personal opinion that Blizzard is trying to extract as much money as possible while this game is new and hot before they eventually have to reconcile the reality of the situation. The problem there however is that by the time we reach that point, the damage to Diablo as a brand will already be done. This entire experiment has given me serious fucking pause about what Diablo 4 is going to look like.

It Is Actually a Fun Game

The truth is that I could not have gone this far in this little experiment were it not for the fact that the game is actually pretty fun. Once you factor in the Legendary Gear and Gems, the builds that you can create are extremely satisfying. I would go so far as to say were it not for the extremely evil monetization, that this would be a highly praised sequel to Diablo 3, and very worthy of the Diablo name. However, the sheer evil greed that has been exhibited here is causing the opposite effect, and making players question what the hell happened to Blizzard. I’ve said it before… Genshin Impact has its share of predatory monetization, but this game makes it look like the most benevolent experience out there in comparison.

So there you go. I have put in the work. I have nearly reached the end game, and I can say without a doubt that the experience while enjoyable… there is no truly viable path forward for the free player. If you don’t want to take my word for it, I present to you the experience of Ranxxanterax, one of the most seasoned Diablo 3 YouTubers out there, who has essentially broken this system wide open and maxed things out since launch. He talks about reaching a point where he can only do a few things each day to actually progress his free characters. I have this feeling that given a few more days of playtime, I would be arriving at the same shore. I’ve not even gotten into the “Server Paragon” system which is designed to speed up lagging players and grind to a halt the highest progressed.

Ultimately unless there are some serious fucking changes in Diablo Immortal, I expect this to be yet another flash in the pan that the zeitgeist talks about for a month or two and then moves on to greener pastures. The damage this stunt will have caused to the Diablo brand and Blizzard as a company however will likely be unrepairable.