
Every additional debuff will help at least a little. Also, there was a feeling among many players that the minor +% damage powers in the capped group were basically worthless because groups would reach the hardcap with the big +% damage powers. For players doing the hardest group content, it was necessary to learn which powers were in the hardcap group, get to +200% with those powers, and then stack as many of the miscellaneous uncapped powers as possible.

For beginning players, the fact that a power labeled as “reduces enemy damage resistance” could result in you doing more than 100% damage (something that does not happen with Armor Penetration, although it's described in a similar way) was not at all intuitive. The system as a whole was not great, because it was very confusing and inconsistent. * Tooltips added to the confusion by sometimes referring to these powers as “reducing enemy damage resistance” and sometimes as “enemies take X% more damage” (this had nothing to do with whether they were hardcapped or not, and was just an inconsistent phrasing choice). * A few (more or less random) powers weren’t part of that hardcap * There was a hard cap of +200% bonus total damage from such powers This earlier post captures possible changes coming to Armor Penetration and debuffs.

NWO site has information on the new zones and campaign progression.

The devs have been releasing information about the new expansion.
