I honestly thought it was inevitable for Blizzard to go down this route the moment I saw the revenue slides post acquisition. In that slide it showed that King’s mobile games made way more than Blizzards games. At that point, all the MBA suits in the board must have started thinking, “why go through all the hoops of making a good game when you could spend way less money and effort to milk the cash cows?”
Thus the pressure started mounting up on Blizzard to create more “efficient” games like Hearthstone and newer releases instead spending long time creating and refining a game like they have before.
Stay profitable, stay calm, stay mediocre in size => delight customers.
Greed & corporate min/maxing has failed us.
Diablo Immortal seems to do many of the same things, but just in a much more egregious way. So far I've heard a lot about how much money you can spend on the game, but not much about how bad it makes the f2p player's experience.
In Lost Ark and Genshin most players don't care that much about whales spending 10k to deal 100% extra damage because it's purely player-vs-environment and that sort of damage boost is totally excessive and unnecessary.
But many games make progress feel extremely slow or otherwise aggravating to push purchases.
I haven't really heard much about where Diablo Immortal lies on that scale.