In any case, it's pretentious to recommend that the essential delight of Diablo games dwells in playing through the story, as opposed to maximizing your personality
D2R ladder items. It would be similarly as deceitful to reject that these games have forever been designed to cause a long for raising a ruckus around town cap in their players. The legendary crest system is exploitative and potentially very harmful for individuals who have a propensity toward gambling addiction, the addictive qualities of Diablo's item game, or worse, both.
We have been here previously, or some place like it. There was a real-money auction house in Diablo 3 when it first came out in 2012, where players could buy and sell their drops. Theoretically, this was in place to prevent the dishonesty and fraud that plagued Diablo 2's item trading.
However, Blizzard lowered the game's loot drop rates so much that equipping your character became a tedious process and the game as a whole felt unrewarding to play in order to entice players to the auction house. Even before the innovations of the Reaper of Souls expansion elevated it to classic status, Diablo 3 immediately became more fun when the unpopular auction house was removed and drop rates were increased in 2014.
The point: Although attempting to monetize Diablo's loot may appear rational on paper, doing so immediately detracts from the game's enjoyment. It is the same with Diablo Immortal, and because it is ingrained in the game's design, it is obvious before you reach the endgame
buy diablo II resurrected items. Character progression is artificially stifled and thinly distributed across an excessive number of systems that are too grindy and granular, and loot drops have less impact.
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