As mentioned above, your base damage now comes from your total item level, which doesn't make any sense! This means that weapons no longer provide damage. They still provide stats, item level, and equip bonuses as they always have.
Doesn't Cryptic understand people are scared with the changes? From another forum, I concur. An hour and 15 minutes on Castle Never on preview as compared to 12 minutes on live server-THIS IS SOLO! AHHHHH! Unable to kill things in normal zones!
[video]
https://youtu.be/nQSgmssioiA[/video][0:45-0:58] I'm done discussing. How does Cryptic expect anyone to do anything?
Comments
[video]https://youtu.be/5jXojYeZv7k[/video]
This seems to be a move to make item level a needed stat, giving it meaning and purpose, no matter how you play the game. Most characters with 10,000 item level will have 100,000 health and 1,000 damage. Unless you play something that gets a bonus and then they give you +10% or +20% depending on your role of DPS, Tank, or Healer. The damage removed from a weapon means the weapons have a hidden damage within the item level. If the weapon is 700 item level then then +70 damage is added to your rating. The best weapons in the game now, only add about 100 damage to you. I seriously doubt you will see much difference (in damage) using a weapon from Chult module or one from Avernus other than the additional stats they give you.
This is my understanding of weapon damage, feel free to correct any errors.
PSN Zen AD Exchange - Forecasting Spreadsheet
- Damage is static and no longer a Min/Max range.
- Damage is on average higher than current values.
- It becomes much easier to scale content this way.
As much as it sucks, dungeon content really shouldn't be solo-able. Preview still needs some adjustments to be accurate to how it will be on Live but in my testing I haven't had any increase in difficulty in my standard content; I can still solo all Minor Heroics and all.