Magic items will likely provide +2 to +3 bonuses to certain characteristics, like attack/damage rolls and AC.
Gear itself will often add to your list of available tools, providing powerful and unique bonuses and/or options that are not otherwise available (like the Speak with Dead amulet).
Mages will be incredibly powerful, often capable of disabling/slaughtering large groups in one/two spells, or otherwise singlehandedly turning the tide of a fight, while non-magic characters do single-target damage and absorb blows.
Each party member will have two/three unique capabilities and/or bonuses depending on their class, and another 2-3 depending on their subclass.
Health values will likely range from ~60-120, depending on the above factors.
Each party member is likely to have at least one Feat, further enhancing their abilities both in and out of combat.
The threats you face will likely be extraplanar in nature, such as beings from the Hells.
Certain lower-tier buffing spells, like Bless, will still be situationally useful, but are often overshadowed. Balancing between making do with them and using their less-available, higher-level counterparts will be part of the challenge.
Opportunity attacks will become less useful, as enemies are likely to have enough hp to just absorb the damage if they want to charge your backline.
Of course, this is assuming that the level cap ends up somewhere around 12-13, and that the game scales similarly to 5e.
Last edited by fishworshipper; 19/10/20 09:28 AM. Reason: Formatting and clarification