While Diablo Immortal retains the
D2R Items action game elements and isometric perspectives associated with the series the thing that sets it apart from its predecessors is the fact that it's a no-cost, mobile-based MMO. It's designed to fit into this style of play.
Blizzard confirms that, while the game will have dungeons not dissimilar to those found in PC and console games, they will be quite a bit shorter, averaging around 10 and 15 minutes to make them easier for mobile gamers. The studio also confirmed that, as World of Warcraft and other MMOs, players will be able see other characters in the game's map and make use of voice chat to connect with friends.
The game has added a new dimension of interaction to the series. In addition, Immortal has also done rid of the game's mana system and has replaced it with cooldown systems that are more in line with traditional MMOs However, they promise that the game will never turn to an "energy" system that limits the amount of playing time one can spend in the game.We didn't do a good job in convincing our loyal fans that we're not going to abandon the PC for consoles or mobiles. The message did not get communicated in a way that I would imagine, if we could return, we'd choose to do.
It's not too difficult to understand how fans react to the statement "I'm a Blizzard fan!. Blizzard, just keep making PC games like you've always done. As I like. That makes me happy."
But, I think if you think about the world, and you consider games in your mind, it's hard to imagine how anyone who is a fervent PC Blizzard fan today also isn't experimenting with mobile or console platforms in
cheap D2R Ladder Items their career, or in their daily lives, rather.
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