These kinds of paid-for systems aren't novel for many online or no-cost RPGs. Genshin Impact
D2R ladder items, for example is among the most popular free-to-play games around the globe. It's based heavily on a glorified slot machine system (aka"the gacha" system) which allows players to spend real money to have the chance to acquire rare characters and weapons that are superior to the ones that free-to-play players are able to access.
Lost Ark, which just like Diablo Immortal, is a no-cost ARPG, allows players directly purchase items to upgrade their gear from the in-game store. The difference between those two games with Diablo Immortal, however, is that Genshin Impact is PvE only and Lost Ark balances its PvP so that the statistics are equal to ensure a fair and an environment of competition.
If you leave out the PvP aspect, Diablo Immortal sadly isn't the only exception to popular free-to-play RPGs, and it's not doing anything that other cash-extraction mobile games haven't already done. The microtransactions that Diablo Immortal offers aren't even a first for Diablo. Diablo franchise. When Diablo released on the market in 2012. it featured a real-money auction house that allowed players to offer in-game items to buyers in exchange for cash.
with Blizzard receiving a small portion of each transaction. As players reached higher difficulties and the game's progress slowed there were many who felt the need to join the auction house in order to build their character. Blizzard took note of feedback and then removed auction houses from Diablo completely, as if they had taken their lessons.
It is interesting to see this kind of scenario play out once again in Diablo Immortal, which is also an auction house in which players can trade items such as Legendary Gems to one another using a specific currency that is obtainable by buying another premium currency by real money - is Blizzard not only failing to learn from the mistakes of Diablo's past
buy d2r items, but apparently intent on repeating them.