Apparently we have 2 PoE devs in our guild, so we took a quick AMA. Some key notes:
Animation first > Gameplay second, art direction took all leading roles, so they have to code around animations.
Dodge roll is a killer feature and the key mechanic, you are supposed to dodge roll out of curses(?) and roll out of every tenth of damage sources. Big fans of slow big-ass death beams damage types since they are easy to implement and the only way to evade them is to dodge roll. The dream is implementing a "Resident Evil laser scene" on some maps. Big regrets about adding Rhoa - not because of a speed, but because you cannot dodge roll on Rhoa.
How to deal with "increased Monster Movement Speed?"/"Chilling ground" - do not roll it. Use omens for crafting maps.
5 of 6 other devs they know are playing Deadeye.
They are ok with the current crafting state, want to add much more omens.
All of them hate towers and atlas in general, but have to deal with it since someone on top likes them.
Tops are gave up on forcing players to meet with each other for mtx flex after some a/b, therefore a greenlight to an auction and shit.
15-20% are bots
Favorite underrated archetype - Bleed Deadeye / Combo
Don't mind adding more MS sources from tree/charms, agreed on maps being way too large (but muh design team wants them big)
Rely on poewiki when tweaking skills/mechanics, no internal documentation or roadmaps
DevOps are Gods