in here i try to say its idiotic and time consuming but fan boys just do not listen and just see yourselves, there are ppl who prefers to customize their character in a very long time instead of focusing on hunting!
i dont know man, poe is not bad game but its just raw and it needs time, its just not fair to be stuck at all those gem link thingies and passive tree is horrible.
Straight away I will state I am a POE fan (not D3 hater so much) and this reply will hopefully be constructive/informative without the POE v D3 BS. :)
There are a lot of mis-conceptions about POE’s Passive Skill Tree. People say it is filled with mostly meaningless options. People think it should be more powerful. People confuse the tree as representing “Skill” and then relate the word “Skill” to “Talents” like you’ve referred to in your POE forum post. That’s all cool. Players are used to generic terms like “Skill” and “Talent” across all sorts of games. They habitually apply them to POE without stopping to think about it in depth.
You see the key words in POE aren’t “Skill”… it is “Passive” and “Active”. Effectively the “Passive Skill Tree” represents the passive points characters would normally receive when levelling in other character crafting games (RPGs, ARPGS and some MMOs). D2 facilitated this by granting you 5 passive points to spend per level on your main attributes. Many modern ARPGS have thought this level of detail to be mundane for modern gamers. They’ve hidden that control so that character classes are auto-allocated these attribute allocations. POE has taken the other approach: granting players even more control to a character’s passive modifiers. Not only their base attributes, but also other passive modifiers like offensive, defensive options or special unique abilities.
The true “Talent” or “Skill” or “Ability” side of the character comes from POE’s “Active Skills”, which via the skill gem items.
These foundation features (and everything else in the game) are basically items that can be modified. A ‘character’ is an item with modifiers (mostly via the Passive Tree). Active Skill Gems can be modified by linking to Supporting Gems. Then there is weapons, armour, maps etc that can be obviously modified.
The beauty of POE’s game model then is… they can more easily alter the game world without breaking things. Want to add a new “Active Skill” (ala Talent): add it as an in-game gem item that any player/class can use. Want to delete an old “Active Skill”: remove the gem item without breaking characters, because they can easily use other skills and all their passive choices are stored in the Passive Skill Tree.
Grinding Gear Games have created a model that allows the game to grow and evolve with minimal disruption to the underlying game. They can modify it at will without totally breaking things. If players find OP things they can easily scale things back. It is a model that allows for years of evolution with minimal support.
Finally, as for the players focusing on crafting their characters instead of item hunting… character crafting is precisely what RPG stands for in Role Playing Game. D3 lost focus of this as it focused on loot, which is all good. D3 was a great game to play for the short term, like Borderlands 2 or Mass Effect, but the lack of RPG elements caused a lot of those fans to move on. These fans enjoy planning characters. They enjoy thinking about them when they’re not in game, when they’re trying to sleep, ride the bus or sit at school/work. They plan possibilities and try them in game. They find some great item and see an entire build forming around it. The hope to come up with that awesome combo that someone else hasn’t found yet or just for the laughs. Those feelings resonate with the players a lot longer than finding <GOLDY ITEM> on my Nth grind session.
You don’t have to appreciate POE’s passive tree for what it is. That’s all cool. Everyone has their own expectations and preferences for what they want from a game.
Cheers and happy hunting mate.