Although they are sometimes faced with opposition however, have become commonplace within the game industry as a whole. One could argue that popularity of loot box or other real-money transactions in AAA games have been a factor in this unregulated economy, but the more that AAA gaming shifts toward the models of games-as services as it shifts to the games-as-service model, the more the same characteristics as smartphones that've been within this very popular sector for D2R Items nearly a decade.
It's not just evident in the use of money to obtain items however, it is also evident in gacha mechanics, as well as the public disclosure of drop rates for rarer items. Gacha is the act of playing with in-game currency, no matter if it was free or purchased via an in-game store, in order to get something you want or pieces of equipment in the case Dissidia Final Fantasy Opera Omnia, or characters in the ever-popular (and ever-lasting) Fate/Grand Order or Genshin Impact.
In Diablo 2 Resurrected's case, there's the usage of legendary crests (which can be obtained or bought) to increase the chances of finding a gem with a 5 star rating in endgame dungeons. Although it's not exactly traditional in its presentation (most gacha are performed through "rolling" in a limited-time banner) the players are engaged in the same kind of randomness in the same way. In many ways it is the case that the Diablo series has been working towards these sorts of mechanics since its beginnings, such as Maddy Myers wrote a few weeks back.
Diablo 2 Resurrected also, in the simplest terms, takes direct inspiration from a "feeding" method that many Japanese, Korean, and Chinese mobile games have adopted for more than 10 years. "Feeding" involves raising the attributes, stats or the rarity of an item by creating duplicates of an item drop. These duplicates then are fed to an item of similar rarity to boost the overall stats of an item. Generally five copies are needed as industry standard to max the character or item.
My first introduction to "feeding" was through Fate/Grand Order, which was initially launched on Japan in July of 2015. It produced a total revenue of $4 billion dollars across the globe in the year 2019. To make a character the best it can possibly be I had to purchase copies of every one. And when a specific advertisement came along I spent up to 300 euros in order to purchase the 5-star character I'd coveted for years. However, I was unable to obtain the identical copies I needed to fully appreciate this character's full potential. With the rates for the most valuable 5-star characters now sitting somewhere at 11%, it's an unsurprising that cheap D2R Ladder Items I did not manage to acquire a copy the character in my time using the game (which I've since uninstalled). At the time of writing, Fate/Grand Order was the seventh most popular mobile game to be sold the past, and was placed after Konami's Puzzle Dragons, which may be of interest, since it is also a gacha game.