(Spoilers ?), it’s both BETTER (and disheartening to D2 “die hard” fans) than people think IMO
First things first - the pattern I noticed how late-game attack is about 8000+, you know the thing makes people go “Why, Blizzard, why”, well, THAT number gets SUBSTRACTED by the amount of defense the target has
So mostly the late-game items seemed around 2.5k defense, and from what could be seen seems like there are 4 types of armor that can roll defense (2 major, 2 lesser), I’d guess the TOTAL aimed is around 500-1000 damage per hit in the very late game
So, if your weapon has attack of 9000 for ex. (quite a bit more than those numbers shown, cheating a bit), then your damage per hit might rise up to 2000 on average
This kind of “YuGiOh” linear/card-game face approach gives the following consequences:
- In PvP armor GREATLY matters, either get stacked on DEF or die in couple of hits lol
- In some “special” dungeons where mobs would gain bonus defense or whatever, you’ll HAVE TO search for “alternative” damage sources other than your auto. Might be skill damage, might be talents, might be hit-effect multipliers, might be (hopefully ?) traps, summons, curses, or even simpler - get a damn staff and equip a legendary gem in it with high “socket rate” multiplier
- Kiss goodbye to any mid-tier item (D2 style progression) cause it’s all about late game. There’s absolutely no point in wielding a 4k per hit weapon if there’s a high chance that each and every single mob has more defense than 4k, in that kind of scenario my guess would be you’d be “brushing off” 1 HP at a time from any single mob
- Each weapon had a “primary stat” that isn’t ATK only, maces and druid staff seemed to have Crushing blow, Staff (mage staff) had a gem socket and gem multiplier. So I GUESS that there might be a chance for a mid-tier item (on paper) COULD have a high primary stat number (for ex. a lvl25 mace with 4k damage having a 10-12% crushing blow damage as opposed to most what seemed to be around 5-6%) [speaking of 6% CB, that might be actually A WHOLE LOT, it’s %HP damage, hope that CB% can be further reduced somehow, either via melee-hit reduction or physical-reduction]
- What happens in PvP if someone has overstacked def ? :P, and is it possible so much that the opponent might have a “grand total” of 8k armor (basically ALL stacked on defense, his/her ATK would still be around, let’s say 8k instead of 9k, but the defense is overboard), in THAT case, that opponent will still deal like ~500 damage to you (say on average) but you’d do a whopping 1HP/hit damage to him/her lol
Must say kinda like and oppose the idea at the same time. Like it cause it potentially reduces the primary importance of physical attack per hit and kinda makes people “find other ways” to do the damage
The oppose part is OBVIOUSLY about scaling. BUT again, like the fact that weapons (per type it seems) have a “primary damage source” other than the obvious “absurdly high number” of ATK. So for ex. you might have a lvl15 staff which gives IDK 60% socket empower (as opposed to ~15-20% ?). The curiousity would be, what would Bows have (crit damage multiplier ?) or swords even
The part that I’m sort-of MOST concerned about is the “what if” scenario when your attack is equal or below target’s DEF rating, you gonna “chip” 1 HP at a time from an “obviously tank” PvP character or an overly defense-stacked late-game elite mob. BUT overall seems promising/different/good IMO
AGAIN, this is JUST my observation (haven’t seen a “leak” or anything, it’s just observation based upon the stats and some videos I saw)… So, whaddya think forum fellas, like it (or not ?)