![]() This forward momentum is helped a great deal by the rhythm of combat, which is quintessential Diablo thanks to a solid array of skills to keep combat interesting, paired with the palpable power of being able to cut through most opposition with ease. I couldn’t help but be sucked in by the breakneck pace established across the first 30 or so levels as I grew in power, ranked up my gear, unlocked new skills and found out more about the latest existential threat to Sanctuary, largely via series mascot Deckard Cain. They had very distinct looks.The early going, however, is a heap of fun. Think what you will about D3, but the gear sets at least had a ton of diversity. It will succeed or fail on its own merits because its pretty clear it isn't just a cash grab at this point, and there's nothing we can do to 'stop it' even if we wanted to. ![]() I saw gameplay from Immortal and it looks really good for a mobile game, and halfway decent even for a PC release. It's a company, they're going to do the thing that makes them money, and 'setting the precedent that mobile makes more' is something that Diablo fans have no control over outside of boycotting the game themselves - which won't matter because they're not the core market for this kind of a game. ![]() You can't just try to drown out practical success with complaints by 'core fans' though. People are mad because it is an unpopular move, the annoucement was tone-deaf and insulting, and responding by "Just don't play it." is rather tone-deaf as well. It's something no-one asked for, and given how quiet the whole development got after the Blizzcon failure it cleary is not just the vocal minority that is angry with this. If this gets popular, then we will get more or if and that will eventually take over the games that the core fanbase wants to see. ![]() But i dont get why people get mad about stuff like this. Funniest part is that the mobile Diablo might make them more money in the long run than Diablo 3, thats just how mobile works if it blows up. ![]()
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