


Players ended up devising their own currency system, valuing items accordingly. No matter how many piles of shiny coin you amassed in your stash, all you could really use it for was buying potions, repairing your broken gear, and maybe rolling the dice on some random merchant items. Mix Cut-throat with Hardcore, and it sounds like one of the most extreme, high-stakes RPG experiences imaginable. For instance, the Cut-throat leagues let you attack any player on sight kill them, and youll be able to pick the corpse clean of all their items. These leagues will be a godsend to the hardest of the hardcore players, thanks to the game-altering changes they offer (with plans to let players create their own leagues later down the line). PoE also introduces the concept of Leagues, which act like separate ladders with individual rule sets. This makes Hardcore play that much more appealing to gamers afraid of trashing a huge time investment with a single mistake. Like any self-respecting Diablo descendant, PoE offers players a Hardcore option to test their mettle this system also uses the ingenious change of permanently shifting Hardcore characters to the Normal servers upon death, instead of banishing them to digital oblivion.

Many a hardcore action RPG gamer was forged in the fires of Diablo II, where perma-death and incredible challenge created an atmosphere of intense risk offset by reward in the form of reputation. Similar to the renowned Sphere Grid from Final Fantasy X, PoE lets any class acquire any ability, provided you plan your path far enough ahead. Thats evidenced by the massive, wide-open constellation that is the Passive skill tree, and the fact that all Active spells come in the form of gems that you can freely add and remove to your gear. Instead of limiting player choice, Grinding Gear would be delighted if players endeavored to develop game-breaking skill combos with the six hybrid-enabling classes (even choosing to spotlight these builds). But Grinding Gear Games isnt afraid to give PoE players a little free reign, citing Magic: The Gatherings wealth of complex card combos as a source of design inspiration. Diablo IIIs simplified Rune system replaced those trees with a straightforward, somewhat limiting array of options, which ensured that only a fraction of the abilities would actually see any use in high-level play. A major part of Diablo IIs appeal came from each class' three iconic skill trees, which encouraged the player to devise new builds and discover synergies that could define your entire playstyle.
