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It’s games like this that show the absolute worst side of capitalism, as every hint of developer passion is outweighed one hundred times over by the sheer greed on display. Free-to-play players will hit a point where Immortal becomes a second job, and those who are more vulnerable will sadly be taken advantage of. As far as I’m concerned, this is a mediocre mobile game with predatory microtransactions attached to every significant form of progression. My initial impressions of Diablo Immortal are really not good. When you see a player in amazing gear, it’s no longer as impressive when you consider they most likely got that loot by just being rich or by being exploited.
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We’re talking maybe 10 to 15 times the number of legendary items dropped per boss. If you decide to add all 10, which costs around $25 USD by the way, you receive greatly improved loot. Except when you put three in, you are then prompted to add an additional seven. At least, that’s what you would assume by looking at the initial interface. You get these by spending money and can use up to three in a dungeon. Crests are consumable boosts that improve your odds of getting loot. But before you even go into a dungeon, you will first want to use crests.
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