The wonder of the launch is slowly fading away for Diablo Immortal, and content creators everywhere are starting to cringe about the cash play side of Blizzard's title. Recently, it was the American YouTuber Asmongold who hit the headlines with a very short, but oh so striking video. In it, he makes a comparison between two game sessions in the same instance: one made using 20 dollars, and another as a free to play player .
An abyssal difference
Asmongold demonstrates that with 20 dollars injected into the game, after the completion of a proper Elder rift, legendary loot rains down. But the same instance no longer looks the same as free to play . This even becomes downright laughable, when compared with the gaming experience of a cash player .
Difficult to hide the pot of roses in front of such a demonstration: yes, players who inject money into their accounts have a much easier progression compared to free to play players. But is it really a scoop?
A demonstration to qualify?
Diablo Immortal works with microtransactions, and facilitates the ascent of players who happily put their hand in the wallet. That's a fact. Still, the game experience as well as the progression are both satisfactory as free to play . Asmongold uses stark contrast for his demonstration, but a free to play player who stacks his emblems can pull off similar runs.
What would serve to disqualify a mobile game as being fundamentally pay to win , it seems to us that it would rather be the fact that a free to play player can no longer have fun AT ALL from a certain stage. And Diablo Immortal seems to have avoided this pitfall (by little, of course, but still!).