Is that how you read it? You mentioned that you need to be diligent and pick standard decisive paths even in normal or you won't be viable at all even past normal levels. I noted that the game was easy enough to spend "nearly" no points or currency and just put on some of the numerous junk uniques for a character to make it to end game. Unless you meant something else when you said normal levels.
I am talking about going through all difficulty levels through the "normal" game progression. Not talking the map grinding progression or the optional boss fights. One plays a game like this hoping to make it through all the normal game levels with a character they don't have to specifically min/max and turn into a one trick pony. MANY other games out there allow for that as an isometric adventure game. Path of Exile does not.
You can get tons of base stats by junk jewelry which then allows you to put on some junk gear. More than enough to use a lot of the OP leveling uniques.
Again, twinking is missing the point
I'll give you D3. But those abilities you're mentioning are also present in PoE. They are present as both skills AND flasks. Those 1-3 skills you have in D3 that have cool downs and generate "charges", give health or resistances or increase defenses are nearly identical to the flask management and selection of PoE. Even the large cool down heavy hit skill you see on various builds in D3 is available as various flasks in PoE. In PoE end game, flask selection and management is essential and very similar to skill selection and management in D3 end game.
There is much more than D3. Grim Dawn, Torchlight, Ember, Dungeon Siege, Warhammer, and several others are the same. You may have a "main" attack, but that is not what your character only does. Path of Exile is actually fairly unique in this regard among isometric adventure games. Most games allow a player, and usually expect players, to have several secondary attacks, tactics, and reactionary tools/abilities that are more than just drinking a potion for some health regen and a buff.
I'm not sure what game you're referring too here.
I'm talking about most games of the genre or just rpg progression tree style in general. They either give you a group of "one trick ponies" that while individual characters can do only one thing, overall as the player you have access to a multitude of abilities that expand your tactical play style. Path of Exile does not allow this as I mentioned. You are forced to min/max one trick pony focus to beat the "game" and reach max level. This leads to very slanted and boring game play in the long run or high levels of frustration otherwise. D3 was a bit like this once back when it was originally released. If you were the perfect wizard/demon hunter setup, you weren't making it past Act2 Inferno. Wasn't happening. That caused a LOT of people to initially quit playing the game and forced Blizzard to retune everything.
I just don't feel your initial complaint about PoE is really different from any ARPG I've tried. I don't think any of them really offer anything more OR allow you to experience total end game with large build variety. I've been trying to get you to give more details. But, I've been providing more detailed responses to your meh it sucks sentences then you've been giving details on what you're comparing the game too.
I have been posting details. But let me break it down. I play something like Dungeon Siege. I have a group with a warrior, archer, ice wizard, fire wizard, and pet wizard. Just as an example. Or I can go all in with warriors. I can go all in with archers. I can kill off guys and switch out. I can build each of them different and change as the situation calls for. Warhammer same thing. Diablo 3 I have access to a ton of abilities and different syngeries. I can itemize/build as the situation requires. Can't beat a certain boss or stage with my current setup? I switch it out. Path of Exile you are a one trick pony. You can't be a totem/skeleton/fireblast/cyclone/aura mancer champ all at once. You'd get no where. You can't even switch on the fly that easy. Which as a design has it's own pros and cons. But usually when games take the approach of making it hard to switch your choices, they make the majority of the choices, even spread out ones, more viable at being able to complete the base game. Not just the easiest parts to the game.
This was why games like Titan Quest style design wasn't repeated, except through something like Path of Exile much. Titan quest, fun in it's own way, like Path of Exile is fun to a point as well, but overall not as fun as better designed games. The point I'm making is that there are better designed games of this type out there. They are more fun in the long run to a broader group of people. The only major draw for why Path of Exile has the current player base it does is because it is "free" to play.