This isn't only evident in the usage of currency that is paid for Diablo IV Gold such as gacha, but also in gacha mechanics and public disclosure of drop rates for rarer items. Gacha is the act of playing with in-game currency, no matter if it's free or acquired by a shop in the game, in order to get something you want items, such as equipment pieces in the case of Dissidia Final Fantasy Opera Omnia, or characters in the ever-popular (and ever-lasting) Fate/Grand Order or Genshin Impact.
In the case of Diablo Immortal, it's the use of Legendary Crests (which can be obtained or bought) to increase the chance of a five-star gem showing up in the dungeons at the end of the game. Although it's not exactly traditional in its way of presenting (most gachas involve "rolling" on a time-limited banner) it is still playing randomness in the same way. In many ways it is the case that the Diablo series has been building towards these sorts of mechanics since its beginning, such as Maddy Myers wrote a few weeks ago.
Diablo Immortal also, in the simplest terms, takes directly from a "feeding" method that Japanese, Korean, and Chinese mobile games have used for over 10 years. "Feeding" involves raising the stats, attributes or rarity of an item through creating duplicates of an item drop. These duplicates then are fed to an item with similar rarity to boost the overall stats of cheap Diablo IV Gold said item. In general, five copies are required as industry standard to max out an item or character.
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