It'll be super hilarious and awesome when a small niche game like PoE gets east coast north american servers before LoL does. I know the situation isn't the same, but still.
Probably not going to dive into PoE seriously again until the expansion is released for real - I like to keep my progress.
The 12 jewel slots on the passive tree aren't that flexible though. I mean, if any of the 20-odd unique jewels becomes OP in any of the locations, the location will probably move. I really do like the system, although it's not half as dynamic as it could be. 20 x 12 means 240 new combinations, and other than that, it's just like another handful of slots for the jewel affixes that you have to path to. Actually, I bet pathing will become even more standardized because of locations of the jewel sockets.
If unique jewels are rare, they're going to be super expensive I bet.
We'll see how they go about it but I think other than the "pick any nodes even unlinked within radius" jewel, the unique jewels are extremely build specific and wouldn't be an issue of being OP or not, just enabling variations within existing builds or reinforcing the build strength. Which really isn't much different than picking a keystone like Elemental Equilibrium, Vaal Pact, CI, Resolute Technique, Acrobatics etc. Those are extremely strong nodes that have major impact on your build but they're balanced by being fairly spread out from each other and being either very specific or having downsides. I think Unique jewels will basically be similar, but they'll also be togglable on/off by just removing it, and you'll be able to get the node asap and put some stats in it with a rare jewel until your build is ready for the unique jewel improvement(or until you find one, which if they're not recipe based, means it'll take a while).
Stuff like changing the melee nodes into bow nodes for example will hardly be OP because there's plenty of bow nodes already and they're all pretty good(they used to be pretty crappy compared to melee several patches ago but not really anymore). It just lets you grab damage in a different area, so for example if you don't do a crit bow build, you can ignore the shadow area and instead go marauder area, which gives you more option for defensive stuff, gives Resolute Technique and changes the evasion centric stuff into armor centric stuff. But it's not like taking the "bow" nodes in marauder is going to be a lot better than taking the bow nodes in shadow, and I think that's what they're going for with those.
That's why the "pick any nodes in the area" one kinda look out of place and wouldn't surprise me they straight up remove it. It sounds very much like a must have just to get more stats out of your skill points and running around the tree grabbing a bunch of jewel slots only to stack these, which sounds boring.
The one thing that I was interested in about the jewel nodes, is other than uniques, you can use rares obviously, and there seems to be a large variety of affixes you can roll on these, a lot of which are very interesting. The fact you can swap them at will is also great since you could roll like a All resist/Chaos resist jewel for when you enter merciless/play an ele weakness map, and a phys damage/attackspeed jewel for the rest of the time, and you can swap those at no cost with minimal inventory bloat(jewels are one slot only). Assuming they also have ilvls, it's nodes that grow in power as you level up too, you unlock it early on and put a random crappy jewel you found but as you level and find more jewels, your stats improve until it becomes the "best" 1pt node you can get.
Anyway, very excited about the beta, hope I get in, I want to test those golems so bad.