While much is focused on the sky-high costs of trying to gear your character up with high quality gems in Diablo Immortal through loot box dungeons, there are some counter-arguments that you can still just play the game “as normal” and avoid all the pay-to-win aspect.
Turns out, this isn’t quite true. What some players have discovered is that in order to push monetization and “engagement” by forcing players to return to the game day after day, there are a series of hidden caps buried in Diablo Immortal that the game never, ever mentions, but they exist all the same.
I found these through a video from echohack, a player with over 1,200 hours in Diablo Immortal already between all the alphas, betas and now, live release. He and his fellow die-hard players have discovered these caps, which put a hard limit on the kind of useful grinding the game lets you do for free.
We’ll start with a cap that the game does tell you, but serve a hard timegate all the same. Eventually, blacksmith upgrades become directly tied to your paragon level. As in, you cannot go from rank 7 to 8 on an item or 8 to 9 without hitting a specific paragon level at max cap, which was not the case in the alphas and betas in the game, but because there’s only so much XP you can even grind in a day, this becomes a timegate on the road to the ultimate max of level 20. And this is supposed to be the “free ” grind, because you cannot pay for blacksmith upgrade materials. But you also cannot spend the ones you do earn because of this limit.
But then we get into the hidden caps. What echohack and his friends have found via gameplay is that:
- After six legendary drops a day, your drop rate severely decreases for future drops.
- After a group bonus for six normal gems a day, your drop rate severely decreases.
- Side quests stop giving rewards after five per day.
- Purple bumps stop giving rewards after five per day
- Random map events stop giving rewards after five per day.
- Zoltan Kule treasure rooms are limited to five per day.
- Hidden Lair dungeons stop giving gem rewards after just a few completed sections.
The problem becomes since all these caps are hidden, if you’re playing a lot of Diablo Immortal in a given day, you have to keep a mental tally of how many drops you’ve gotten or how many events you’ve completed in order to not trigger these caps and find yourself in a diminishing returns black hole where you’re essentially playing for nothing. For some of these, you can complete an event and get a treasure chest where quite literally nothing comes out of it.
Keep in mind that all of these caps are in place for the “free grind” aspects of the game, yet there’s nothing stopping you from running infinite Rifts with bought Legendary Crests to hunt gems. But the game will literally dramatically reduce legendary gear drops if you get too many in a day. That’s absolutely wild, and I’m trying to imagine games like Borderlands or Destiny just…ceasing to drop legendary or exotic gear because you’ve gotten too many other drops in a set period of time. Incredible.
Granted, more casual players may not hit many of these caps, and yet Diablo is all about catering to hardcore grinders, normally. Here, however, those kinds of die-hard players are being left out in the cold in favor of ones who agree to pay vast sums of money.
As for echohack, he’s determined to keep playing, he’s just sad about this decision. I definitely suggest you watch his full video on the topic below which is very good.
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