The POE Currency  Passive Skill Tree is daunting. There are over 1200 nodes to choose from, and you will need to use all the skill points you earn while leveling up to reach the distant, powerful nodes. And if you’ve made a mistake in your build, there are only a few ways to repair it.

Given the central nature of maps in War for the Atlas, the characteristic itself entailed a great deal of time in evolution. It has been a work in progress within the course of the previous expansion, but also during the life span of PoE itself. The design of the system is driven by two design goals: Random amounts are critical and "everywhere can be a practical end-game". Most interestingly, GGG looked at problems affecting the ARPG genre in general and how it intended to address the boredom that many players find at game:

The significant issue we faced when the end-game was in this nation has been staleness of the final locations. Players who desired to discover the very best items and make the most experience were made to repeat the same few areas over and over. While the arbitrary levels were doing a great deal of work, we had a whole lot more variety. In the 0.8.6 patch, we included a distinctive end-game known as the Maelstrom of Chaos. This is a set of consecutive areas that tapered upwards in difficulty level, with random critters and arbitrary tilesets (in the selection of eight).

While this improved the boredom problem of folks playing the very same areas repeatedly, it created a totally new issue that we had not seen before: content difficulty entitlement. It was rather frustrating, watching people intentionally sabotage their own development and then getting angry about it. Eventually we realised the fact: the game design was at fault and had to change. We needed to locate a system that made players feel great about playing at the right level for their progression.

One of the most interesting thing for a great deal of fans would be to see that the concept art that developers start with and also to compare it to how it ultimately ends up when launched. The PoE website has another collection of pictures from the art team to show off things which is located in Atlas Supporter Packs, Elder design and Unique items. You can test it out here.

The Passive Skill Tree can be very punishing in POE Goods . If you don’t like starting over, your best bet is to find a guide and stick to it — until you’ve learned how to make your own.