Diablo Immortal’s fundamental gameplay is basically the Diablo IV Gold same it was in the first three Diablo games. Since Diablo is a mobile game first and foremost, actions are a bit less precise, character creation seems to be less precise, and there’s a general feeling that the game gives you a lot of leeway to adjust to the touch controls. This isn’t necessarily a bad thing in the sense that the difficulty still ramps up in time.
As is typical in Diablo, you’ll also collect loot as you go which is a large amount of it. Every enemy that you face will drop some kind of magic piece of armor or weapon you’ll be constantly swapping out gear to grow stronger while you play. Whatever you don’t need is salvageable it, which is one of Diablo Immortal’s most impressive features. Rather than just selling off unnecessary gear and scrap it for parts, then use those parts to empower the equipment you wish to keep. This gives you a steady sense of growth, as well as allowing you to create long-term character strategies for certain powerful pieces of equipment.
There’s nothing wrong with the moment-to-moment gameplay in Diablo Immortal. The experience of battling the demonic hordes is satisfying. There’s plenty of choice in the character classes, abilities, and possible builds; there’s plenty of interesting loot available. However, structurally, there are some issues with the game.
Diablo Immortal doesn’t cost anything to play, although after the first couple of hours, I was wanting it to. I would have much rather paying a one-time flat cost to play the game entirely cheap Diablo 4 Gold at my own pace and not being constantly bombarded by (surprisingly costly) microtransactions every time I played. Diablo Immortal is by no not as bad as free to play games can get, but every single F2P mechanic serves to hinder the game, rather than improve it.
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