Changes needed before the game comes to an end

Hello,

My name is Henrique, a dedicated Diablo Immortal player. I’m reaching out because I firmly believe Diablo Immortal has the potential to be the best cross-platform game in its genre. However, it’s deeply disheartening to see its potential squandered due to misguided decisions and strategies.

It’s long overdue for Blizzard to acknowledge its mistakes and address Diablo Immortal’s core issues. You have an exceptional game on your hands, but it’s been neglected. The game has been in steady decline since launch, and the responsibility lies with your team. Instead of revitalizing it to claim its rightful place among the top mobile games, it feels as though Blizzard is content watching it fail—all to avoid admitting errors and making necessary changes.

Diablo Immortal is undeniably the best cross-platform game in its genre today. Yet, its monetization strategy has not only tarnished its reputation among gamers but also created frustration for players and underperformed financially. This game should have a far larger player base and significantly higher revenue. It was destined to be a massive success!

The fact that poor initial strategies were never corrected doesn’t mean it’s too late. The time to act is now. This incredible game can still be revived and its immense potential unlocked—if you make the right changes.

The Root Problem: Monetization

Diablo Immortal’s biggest flaw—and what’s destroying the game—is its monetization model. Focusing on a tiny percentage of wealthy players who spend exorbitant amounts is a critical error. The costs required to remain competitive are absurd, alienating the vast majority of players who can’t or won’t invest fortunes.

This strategy has three major consequences:

  1. Community backlash: The game’s reputation suffers as players criticize its “pay-to-win” structure.
  2. Lost revenue: By ignoring the broader mobile gaming market (where small, frequent purchases drive success), Blizzard misses out on sustainable income.
  3. Player attrition: Non-whales leave the game, knowing they’ll never compete without spending excessively.

Imagine dedicating time and passion to a game, only to realize you’ll never succeed unless you spend the equivalent of a payment on a house. This is antithetical to what an MMO should be—a space where skill and effort matter.

The Solution: Accessible, Fair Monetization

  1. Shift to a mass-market model: Lower costs to make investments tangible and achievable for 90% of players. Introduce affordable monthly subscriptions (e.g., a battle pass with meaningful rewards) to incentivize consistent spending.
  2. *Remove predatory mechanics: Eliminate Crests, loot boxes, and overpriced bundles. Restructure the shop to focus on *cosmetics (priced reasonably to encourage purchases) and services.
  3. Revamp the in-game economy:
    • Remove Platinum, keep Orbs as the sole currency, and allow players to trade/sell them.
    • Create a player-driven marketplace where all items can be traded. Let supply and demand dictate prices. This fosters engagement, rewards both spenders and grinders, and generates revenue through transaction fees.

Games like Warframe and Path of Exile prove this model works. Their success stems from balancing player satisfaction with profitability.

A Win-Win for Blizzard and Players

By prioritizing the majority over the minority:

  • You’ll attract and retain a larger player base.
  • Players will gladly pay small, regular amounts, leading to higher long-term revenue.
  • The game’s reputation will recover, rebuilding hype and longevity.

Addressing existing spenders: Reward loyal players with exclusive cosmetics, with in-game life improvements and legacy perks to acknowledge their investments.

Final Appeal

I’ve spent considerable time crafting this feedback because I genuinely believe in Diablo Immortal’s potential. This game could become one of Blizzard’s greatest successes—but only with urgent, decisive action.

I have detailed ideas on implementing these changes, balancing the economy, and retaining all player groups. I’d welcome the opportunity to discuss them further. Please feel free to contact me.

Sincerely,
Henrique

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Very well spoken, i absolute agree to this post. Atm the pay to win is way to heavy and smaller or mid reso players have no real chance anymore to achieve something.

I was at battleground today and even with 4k+ reso i get wrecked in sec from 6-10k players which just shows me that everything i do at this game is more or less pointless.

They must add some kind of catch up mechanic that players allow to farm at least a small ammount of reso for free.
Atm there is a very depressing feeling if i start this game, market is dead, farming brings nothing useful anymore, even the pitty drop (which is way to high with 50crests) brings mostly a sad 5star i dont even use, basically there is no endorphin output anymore from playing.

Most updates only gives us way to expansive shop bundles and nearly nothing to play, i was a long time supporter of this game but lately even i think more and more about quit and play something else.

Another sad part is, that after each 100 levels you are forced to refarm all your gear again, this concept was never really good and each new difficulty unlock feels more like a chore and you basically only work hours just to get to the same level you already was before.

1 Like