Data from industry tracking website Hearthstone, which released in 2014.
The majority of Immortal's s come from players in the United States and South Korea, and these two countries have also been the highest spenders in of microtransactions – the United States is top, ing for around 43% of Immortal's earnings so far, with South Korea coming in second, contributing around 23% to the game's total yield.
The use of microtransactions as part of Diablo Immortal's leveling has been criticised, however, as some players argue that they feel at a distinct disadvantage if they are playing without purchasing in-game items. This displeasure has been reflected in the game's Metacritic score, which for the PC version of Diablo Immortal presently sits at 0.3 – an all-time low for any PC game, ever.
Players have also noticed a been found to have been discretely capped, meaning that players are forced to and play every day if they want to make the most out of their time grinding endgame dungeons.