In the case of Diablo Immortal this is the method of D2R Items using Legendary Crests (which can be obtained or bought) to increase the odds of a five-star gem showing up in endgame dungeons. While not entirely traditional in its approach to presentation (most gachas are played by "rolling" on a short-lived banner) Players are playing with randomness, in a similar way. In many ways in many ways, the Diablo brand has been building toward these mechanics since it's inception, like Maddy Myers wrote a few weeks ago.

Diablo Immortal also, in no uncertain terms, pulls directly from the "feeding" mechanism that Japanese, Korean, and Chinese mobile games have used for more than a decade. "Feeding" involves increasing the stats, attributes, or rarity of an item through making duplicates of a drop. The duplicates are then fed to an item with the same rarity , thereby increasing the stats of the item. Generally, five copies are required as the industry norm to max out an item or character.

My first experience with "feeding" was Fate/Grand Order, which was first released on Japan in July of 2015. It made a profit of $4 billion dollars across the globe in the year 2019. To ensure that a character is the very best it can be I needed duplicates of each. And when a particular advertisement came along I spent up to 300 euros in order to acquire the 5-star character I had coveted for years. However, I did not get the identical copies I needed to realize this character's full potential.

With the average rate for most valuable 5-star characters now in the range of 11%, it's not a surprise that I failed to acquire a copy the character when I was enjoying the game (which I've since uninstalled). At the time of writing, Fate/Grand Order was the seventh highest-grossing mobile game of all time, putting it ahead of Konami's Puzzle and Dragons, which is, as I mentioned buy diablo 2 resurrected items, is also a gacha-based game.