POE is just too...much. I don't want to have to study up on a game that the genre should be pretty much kill/level/loot drink a beer in between loot. D2 with mods I haven't followed up on.
This is exactly it. ARPGs should be designed to be relatively "simple", at their core. I'm all for adding some depth here and there to builds, item interactions, etc., but let's face it - this genre is all about kill, loot, repeat and finding ways to do that every more efficiently/satisfyingly. There isn't a whole lot to unpack there. The reason the genre works is because it preys on the same psychological factors gambling preys on; the thought that winning the "jackpot" is just one more pull of the slot machine handle away (or in this case, one more boss run). We all know that isn't going to happen, but the chance that it "could" and the fact we get the very occasional "win" hits our dopamine response in just the right way.
There's a reason why Metamorph was one of PoE's best leagues (the rarity of certain body parts was a problem, however) and possibly my favorite of all-time. It kept shit simple. At the end of the day, you got random body parts dropped from bosses and when you collected enough, you could "tailor" a creation based on those body parts. The tougher you made your "creation", the better the loot it dropped. Essentially, it was a "create your own boss" mechanic that you could tailor to your build, item, etc. needs. It kept shit relatively simple and to the point - kill shit, get components to make custom shit, kill custom shit for more loot.
Breach league is another good example of keeping shit "simple" and another reason why it also is among people's favorite leagues. Stand on a little breach circle, which then starts a "timer" of an ever expanding circle that gives better and better loot/tougher monsters to kill the further out you're able to push before it times out. Again, it kept things simple and is a mechanic you can interact with during normal gameplay, without having to go out of your way.
Synthesis, Betrayal, etc. were all fucking horribly received because they were shit you had to go out of your way to interact with, were needlessly complicated, and didn't interact with the gameplay loop in a natural way.
D2 was great because it kept all that shit to a minimum, while still allowing for some depth to gameplay via builds, items, etc. Now, a LOT of that was likely due to the limitations of tech at the time, but there's a fucking reason why shit like EQ, Diablo 2, etc. "worked". Sometimes, keeping it simple, stupid is really the best course and this isn't just because I'm a gaming boomer. Valheim has fucking exploded in popularity and at the end of the day, a large part of the reason is because of how "simple" they kept the gameplay loop. Where so many other survival games failed by trying to overcomplicate shit and make things intricate, Valheim succeeded by "dumbing" shit down, in a way.