Diablo's pay-to-win system encourages players to spend several hundred dollars (or per one player's estimate around $80. 000) to get the maximum value of their character's potential via Legendary Gems D2R ladder items. The best item bundles in the game start at as low as $1 and have made-up "value" percentages as high as 800% to rope players in. Then as players progress and more bundles are released, the bundles start to go up in price.
Three separate paid-for services are in place to give players prepared to pay more and more of an advantage over the player who thought they would be in a position to compete simply by buying a simple battle pass. There's even an entire endgame progression system which revolves around opening increasingly expensive boxes of loot that can also be opened using a unique currency purchased using a premium currency.
The list goes on. If you've got players who are pinging the game's chat , looking to join groups exclusively that include other players who pay to win "whales" (a term that is used for players who spend vast amounts of money in games that are free to play compared to the average player) It's a real problem.
There's a lot potential revenue to be made in the market for mobile games that are free to play, and there's no denying that Blizzard's plan is effective buy diablo II resurrected items. Diablo Immortal reportedly made upwards of $24 million over the first two weeks even with the game being banned in two European nations and delayed until the end of time within China (the game will be released in various Asian markets July 7).