Well in a word I would have to say I quit because PoE is boring, or at least it was for me. PoE is a game for people that just leave to create there own builds, play around with mechanics etc or have an awesome idea and then eventually see that idea become a reality and I get that it's just not for me. I'm more the type of player that just grabs the recommended cookie cutter build from the forums, builds that and enjoys playing the game and with playstyle I would say PoE fails pretty hard.
For me, the game was just open map, apply auras, run around spamming RMB, clear map, spam drops in trade, repeat. This just got boring very fast, both Diablo 3 and PoE had this same issue where there was only 1 thing to do, sure there were variations of that one thing but it was still ultimately the same thing with the same goal and if there really trying to do what Diablo 2 did then they need more. What Diablo 2 did that neither PoE nor D3 have done is given the player lots to do, tower runs, open pvp (which lead to many types of competitions), forge runs, mephy runs, andy runs, baal runs, mlvl 85 runs, Chaos runs, key runs, ubers and this is just of the top of my head the list goes on. Yet with RoS it's bounties > rifts and then with PoE it's Maps... Why? This is what made me lose interest, there is just so little to do in either of these games.
The passive tree is really overwhelming at first. But once you learn where all the big keystones are, it starts to make more sense. There is definitely a big learning curve there though that is unkind to new players.
It's not that it didn't make sense to me - I just felt no desire to get involved in it. I'm past the point in my life where I'm willing to get the equivalent of an advanced degree just to play a video game.
I really like the skill gem and support gem combinations. It allows a lot of freedom in creating new abilities and changing how your character functions.
I guess I didn't get to the part where you can use them to create new abilities - do you combine them at some point or something? It just seemed like I had to have the gem in the right color slot in order to use the skill, which was a hassle.
The passive tree is really overwhelming at first. But once you learn where all the big keystones are, it starts to make more sense. There is definitely a big learning curve there though that is unkind to new players.
It's not that it didn't make sense to me - I just felt no desire to get involved in it. I'm past the point in my life where I'm willing to get the equivalent of an advanced degree just to play a video game.
I really like the skill gem and support gem combinations. It allows a lot of freedom in creating new abilities and changing how your character functions.
I guess I didn't get to the part where you can use them to create new abilities - do you combine them at some point or something? It just seemed like I had to have the gem in the right color slot in order to use the skill, which was a hassle.
There are two types of gems. Active gems and support gems. An active gem would be something like Fireball. A support gem is something like Greater Multiple Projectiles. If you just put fireball in a blue socket, then you shoot one fireball. If you have a green socket linked to a blue socket, then you can support fireball with the greater multiple projectiles gem. Now when you cast fireball, you shoot 5 fireballs that do less damage each, but more damage over all. Complete list is here:http://pathofexile.gamepedia.com/Skills
This is the best skill system I've used in an RPG.
For example, consider incinerate. Its a fire ability that shoots fire very very fast, and increases in damage the longer you hold it.
You can use this ability as a pure DPS by linking Incinerate + faster projectiles + added chaos damage + multiple projectiles + fire penetration
Or you can use this ability defensively by linking Incinerate + multiple projectiles + knockback + blind + spell totem. Now you can just throw down a spell totem that will cast incincerate and knockback/blind anything that comes near.
Its like D3's rune system, except completely up to the player to combine and alter skills.
Another popular type of gem is a Trigger gem. For example Cast When Damage Taken. I have linked CWDT + Enduring Cry + Immortal Call + Increased Duration. Now when I get for a certain amount of damage, i automatically cast enduring cry + immortal call which makes me temporarily invincible to physical attacks. Increased duration makes that duration longer. With a life leech build, you can fully heal yourself during your invincible phase which makes your character extremely hard to kill.
There's something about PoE that just doesn't meld with me.
It's very niche I think. Good game, I'm sure. D3 is just more to my liking.
Better combat, better graphics, more fleshed out and role-fulfilling classes.
The main reason why I ultimately decided that I hated PoE was 1.) The community is super elitist and thinks that PoE is god's gift to gamers. (Newsflash: it isn't) 2.) The game feels less like a game and more like a mechanics simulator. I tried three different times to give it a chance and play through, but I always stopped by the time I reached the 2nd act. It is just such a god awfully boring game.
For me, the game was just open map, apply auras, run around spamming RMB, clear map, spam drops in trade, repeat. This just got boring very fast, both Diablo 3 and PoE had this same issue where there was only 1 thing to do, sure there were variations of that one thing but it was still ultimately the same thing with the same goal and if there really trying to do what Diablo 2 did then they need more. What Diablo 2 did that neither PoE nor D3 have done is given the player lots to do, tower runs, open pvp (which lead to many types of competitions), forge runs, mephy runs, andy runs, baal runs, mlvl 85 runs, Chaos runs, key runs, ubers and this is just of the top of my head the list goes on. Yet with RoS it's bounties > rifts and then with PoE it's Maps... Why? This is what made me lose interest, there is just so little to do in either of these games.
I guess I didn't get to the part where you can use them to create new abilities - do you combine them at some point or something? It just seemed like I had to have the gem in the right color slot in order to use the skill, which was a hassle.
This is the best skill system I've used in an RPG.
For example, consider incinerate. Its a fire ability that shoots fire very very fast, and increases in damage the longer you hold it.
You can use this ability as a pure DPS by linking Incinerate + faster projectiles + added chaos damage + multiple projectiles + fire penetration
Or you can use this ability defensively by linking Incinerate + multiple projectiles + knockback + blind + spell totem. Now you can just throw down a spell totem that will cast incincerate and knockback/blind anything that comes near.
Its like D3's rune system, except completely up to the player to combine and alter skills.
Another popular type of gem is a Trigger gem. For example Cast When Damage Taken. I have linked CWDT + Enduring Cry + Immortal Call + Increased Duration. Now when I get for a certain amount of damage, i automatically cast enduring cry + immortal call which makes me temporarily invincible to physical attacks. Increased duration makes that duration longer. With a life leech build, you can fully heal yourself during your invincible phase which makes your character extremely hard to kill.
It's very niche I think. Good game, I'm sure. D3 is just more to my liking.
Better combat, better graphics, more fleshed out and role-fulfilling classes.
edit :: da grammarz