Patterns Path of Exile exemplifies
| Pattern | How PoE uses it |
|---|---|
loadout-as-budget | The 1500-node passive tree as a numeric budget (~122 points at level 100). Pathing is itself a budget. |
bonus-with-drawback | Keystones — Chaos Inoculation (no chaos damage, max life = 1), Resolute Technique (always hit, never crit), and ~12 others. The genre's textbook examples. |
nested-progression-graph | Three orthogonal trees: character passive, ascendancy, Atlas tree. Plus gear, gem level, and content unlocks as parallel axes. |
currency-as-crafting | No gold. Every "currency" is a crafting reagent. Trade and craft compete for the same inventory. |
trade-friction-as-feature | No in-game auction house, deliberately. The friction is the design. |
vision-driven-iteration | Balance and content driven by GGG's stated philosophy, not by metrics. The "Vision." |
community-driven-tooling | Loot filter language is shipped; the de facto filter (NeverSink) is community-maintained. |
aspirational-crafting | Deterministic crafting subsystems are repeatedly nerfed; perfect items remain reachable but not built. |
random-perfect-roll-economy | Affixes + tiers + influences create per-item uniqueness; perfect rolls trade for thousands of currency. |
atlas-as-build | The endgame map system has its own passive tree. Players build their Atlas the same way they build a character. |
meta-progression-tree | Atlas tree points come from completing maps — meta-progression decoupled from character XP. |
xp-loss-penalty | 10% XP loss on death in Maps. Soft permadeath cost without going full HC. |
skill-as-item | Skills are gems; tradable, levelable, droppable. Skill identity floats across characters. |
earned-identity-gating | Ascendancy unlock is a skill check (the Labyrinth + Izaro), not RNG. |