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Patterns Path of Exile exemplifies

PatternHow PoE uses it
loadout-as-budgetThe 1500-node passive tree as a numeric budget (~122 points at level 100). Pathing is itself a budget.
bonus-with-drawbackKeystones — Chaos Inoculation (no chaos damage, max life = 1), Resolute Technique (always hit, never crit), and ~12 others. The genre's textbook examples.
nested-progression-graphThree orthogonal trees: character passive, ascendancy, Atlas tree. Plus gear, gem level, and content unlocks as parallel axes.
currency-as-craftingNo gold. Every "currency" is a crafting reagent. Trade and craft compete for the same inventory.
trade-friction-as-featureNo in-game auction house, deliberately. The friction is the design.
vision-driven-iterationBalance and content driven by GGG's stated philosophy, not by metrics. The "Vision."
community-driven-toolingLoot filter language is shipped; the de facto filter (NeverSink) is community-maintained.
aspirational-craftingDeterministic crafting subsystems are repeatedly nerfed; perfect items remain reachable but not built.
random-perfect-roll-economyAffixes + tiers + influences create per-item uniqueness; perfect rolls trade for thousands of currency.
atlas-as-buildThe endgame map system has its own passive tree. Players build their Atlas the same way they build a character.
meta-progression-treeAtlas tree points come from completing maps — meta-progression decoupled from character XP.
xp-loss-penalty10% XP loss on death in Maps. Soft permadeath cost without going full HC.
skill-as-itemSkills are gems; tradable, levelable, droppable. Skill identity floats across characters.
earned-identity-gatingAscendancy unlock is a skill check (the Labyrinth + Izaro), not RNG.

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