The fact that you can max out in Diablo Immortal, and so cheaply, shows Blizzard still hasn't learned what F2P is all about. They are listening too much to their Gamer customers who are a microscopic piece of their TAM and unlikely to source many whales. Whales are incredibly wealthy people for whom $110k is weekend fun money. Gamers are a cohort that like to brag about fun hours per dollar. They're budget customers.
Blizzard thinks that you make console & PC games on mobile and you make mobile money. A lot of game companies from the before-mobile-times think this is a formula. And their customers egg them on. But if you build the mobile game those customers want, you will lose money at worst and leave money on the table at best. Talking 90% of the money still on the table.
Blizzard's biggest problem is perhaps that their IP appeals only to Gamers, who as a culture resist F2P business models (budget customers.) This article is one such example, meant to stoke outrage within that group. The people who are going to spend $110k on Diablo Immortal don't read Gamer media, or even consider themselves Gamers. They've never been on Twitch and they don't have Steam accounts. Gamers think they are the center of the gaming universe but mobile gaming audiences have turned them into a niche audience in less than a decade.
I think Blizzard should give up at this point and keep making games mech-aesthetically tailored for the budget Gamer audience. Blizzard and Gamers alike think WoW was a huge gaming phenomenon but on the mobile scale it registers somewhere around Subway Surfers. Blizzard IP does not splash with mobile audiences. When a Gamer brand enters the mobile market it's akin to releasing a video game movie in theaters. Diablo Immortal is a lot closer to Mario Bros Movie than Sonic Movie in that analogy.