POE is clunky, not very polished, and no where near the smooth graphics of D3. But what it did bring back is that feeling of planning your character skill tree. That tweeking that eats up hours of time as you try a unique direction. Items in the game are not the be-all-end-all
Jay Wilson was 100% right about the "illusion" of build diversity, (I wonder how maybe people will read past that phrase...)
but Daiblo 3 and it's haters have proven that it doesn't matter. People can have just as much fun playing make-believe, and some actually prefer it. Even if in the end when the smoke clears, months after PoE's offical "release" and all the end game builds are common knowledge, there might not be a huge difference is the amount of "viable" builds between both games. But people still have fun, traveling the skill tree to theorycraft...even if most of them are just +10 Str/Int/Dex. Everyone has an inner munchkin that must min-max.
I'm giving the game a try as well(it's free, how can you not) and clunky/lacking polish are the big ones. Combat almost feels painful compared to Diablo 3. Plus the tighter overhead view is a little to restrictive. Makes ranged characters feel less fun
PoE however, is getting itemization right and just illustrates what Diablo 3 did wrong. I could care less about picking how your base stats increase every level, but if when they decided to tie weapon DPS directly to ability damage plus have a Primary Stat that each class gets a DPS bonus from, that right there will pigeon hole and trap itemization in Diablo 3 in it's current stat.
That's really the main problem with D3's itemization. They are trying to use Diablo 2/PoE style itemization in a totally different game where it just doesn't fit. Diablo 3 has to go back to it's roots, or have a DRASTICALLY different system. Going half-way like they have tried won't work for the long run.
PoE is a breath of fresh air in the genre ....
No...Diablo 3 was the breath of fresh air. PoE is that old, dank, and musty, but familiar smell.