Though Diablo Immortal retains the action role-playing elements and isometric perspective that are D2R Items typical of the series, what makes it stand out from its predecessors is that it's an open-to-play mobile-based MMO. It's structured to accommodate that style of play.
Blizzard is confirming that although the game will feature dungeons not dissimilar to those found in the PC and console versions They will however be less long, running between 10 - 15 minutes to make them more accessible for mobile gamers. It also stated that, as World of Warcraft and other MMOs, you will be able view other characters on the map as well as you can use voice chats to talk with friends.
This brings a whole new level of interaction to the series. Additionally, Immortal has also done to eliminate the series' mana system in favor of cooling down systems that are more in line with traditional MMOs, but promises it will never be a "energy" mechanism that limits the amount of time players can play for.We did not succeed in convincing our fan base that we're not abandoning PCs for consoles and mobiles. This aspect of the message wasn't communicated in a manner that I would imagine, if we were able to go back, that's what we would take the time to.
It's not hard to understand the reaction of fans who say "I'm an avid Blizzard fan!. Blizzard, just keep making PC games like you've always done. As I like. This will make me happy."
But, I believe that if you think about the world, and contemplate games, it's difficult to imagine how anyone who is a core PC Blizzard lover today hasn't played with console platforms or mobile platforms in cheap diablo 2 resurrected items their work or in their daily lives or even.
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