The name Cycle of Strife is pretty descriptive: players can choose to engage in miniature seasons of PvP competition between two factions, the elite and privileged Immortals and everyone else clawing to unseat them as Shadows.
“One of the best ways for us to do that was to have this deep PvP structure where people have to constantly be organizing and reorganizing themselves and challenging each other.”
We knew from the beginning that we wanted to have really big social systems in the endgame where people would have to work together in large groups,” Diablo Immortal Senior System Designer Kris Zierhut told Techradar. “Cycle of Strife was an idea that came to us very, very early in the project. Instead of individual players climbing a leaderboard and focusing on their own reputation, Diablo Immortal’s system is designed to engage the whole playerbase, as the game’s team explained to TechRadar. The player-vs-player mechanics of Diablo Immortal, which is currently in a closed alpha for players in select regions and doesn’t have a release date yet (we asked), are different than how most mobile multiplayer games do PvP.