by Smeemo » Sat Jul 07, 2012 4:50 pm
It's an ARPG, so in the sense that all ARPGs are basically Diablo clones, yes, it is a Diablo clone. Though the gameplay is similar (kill mobs; get loot; level up; repeat), a lot of the mechanics are very different from Diablo. After a few hours of playing today, here are some of the aspects I found refreshing/interesting:
I like the potions. There are life and mana potions per usual, but each one has a number of charges. Drink the pot, consume x charges. Charges are restored by killing enemies. I found lots of varying health/mana pots that had different stats. Some gave more health for more charges, some gave a speed boost, and so on. As I found more and more different kinds of potions, I had to really think about which ones to equip (only 5 slots on your belt) and how they would affect my character's tactics.
There are 6 classes (STR-, INT-, and DEX-based classes, as well as hybrid STR-DEX, STR-INT, and DEX-INT), but their stats are basically all the same. What differentiates one class from another is where they start on the skill tree. There is an absolutely massive passive skill tree in PoE, and where you start on the tree depends on what class you pick. Ex. as a Witch (INT-based character), you have early access to +spell dmg and +mana regen, but are not prohibited from spending the requisite points to travel to the part of the tree that gives buffs to dual-wielding swords.
Active skills are determined by gems. Ex. You can't cast Fire Trap unless you have a Fire Trap gem socketed into a piece of your gear. There are red (STR), blue (INT), and green (DEX) skill gems. All of the gear has varying numbers of differently colored slots. So daggers will often have at least one green slot, 2h mauls will have at least one red, and so on. Gaining EXP with a gem equipped gives EXP to the gem, and gems can be leveled up to increase their power. Adding another layer of complexity, you aren't forced to level your gems. For instance, leveling your Fire Trap gem again may make its mana cost unbearably high for your character build, so it's possible that you may want to keep it at its current level without making it stronger and more expensive to cast.
The varying types of armor were also refreshing to me. There are 3 types of damage reduction: armor, evade, and energy shield. Generally, armor is for STR-based characters, evade for DEX-based, and energy shield for INT-based. However, there are hybrid armor types to benefit the hybrid classes. I ran across armor pieces giving armor+evade, evade+energy shield, and armor+energy shield. I started out building a DEX-INT character (the so-called Shadow), so I've been forgoing the speed penalties associated with armor and have been collecting mostly +evade gear with some +energy shield buffs.
The level of character customization is extremely high. If that sounds like your cup of tea, I recommend donating the minimum of $10 to get a beta key and checking it out for yourself. The game itself will be f2p when it's released. I'm not exactly sure how well that will be handled (hopefully by just offering some minor perks like potions that give +drop rate for x hours), but the devs have made their disdain for the p2w model quite clear. So there's that. This game is deep, and I kind of feel like it was the D3 I was hoping for but didn't get. If you were disgusted by the absurd level of hand-holding that D3 forced on its players as far as character builds go, give Path of Exile a look. Even better, since it's a solid title and from a small dev team, give 'em 10 bucks.