Diablo Immortal has been given an extremely rough time for this model of business and perhaps in a way due to the fact that other free-to-play titles like Genshin Impact and Lost Ark do not lack similar gacha mechanics that entice big-spending "whale" gamer. Diablo's reputation and popularity among a large PC gaming population, built over the span of nearly a quarter century, is definitely an important factor. But it's also true that Diablo's system is extremely problematic Diablo IV Gold, and the very nature of Diablo games has something to do.
When you buy legendary crests, it is not buying a set of dice as you buy the FIFA Ultimate Team card pack for instance. You are buying a chance to play with the dice, to enter the game engine and tweak the drop rates (slightly) in your favor. Gambling mechanics that are addictive are not separated from the addictive game mechanics. They are instead tied directly to combat and loot drops that are part of the game. Diablo is perfectly positioned to accomplish this. As my colleague Maddy Myers pointed out, these games heavily focused on loot always had a certain slot-machine-like quality and this is what Diablo Immortal's business model makes the game appear as if it were.
Blizzard has tried to make clear that the monetization of Immortal can be ignored until the final game, which is true, and it claims that the vast majority of players play the game without spending any money, which is possible. However, it's disingenuous to assert that the greatest enjoyment in Diablo games lies in playing through the story instead of maximizing your character. It's also untrue to say that these games have always been designed to instill the desire to hit the power cap in the players buy Diablo 4 Gold. People who are inclined toward gambling addiction, or towards the addictive nature of Diablo's game itemor, perhaps even both -- the legendary crest system can be highly exploitative and may be damaging.