So yeah just to make sure expectations are clear here, I will take a look at the healing situation before the next Beta and make sure it’s at least somewhere close to what we want it to be. That said, that doesn’t at all mean it’s definitely going to be the same “one cure wounds orb = 1 full health bar” tuning it’s at now. A lot of the variables have changed in Reborn, particularly the amount of health players and monsters have compared to how much damage they do. Meaning, just like the cure wounds orb may not heal a full health bar, there also aren’t attacks anymore that are designed to instantly drain a full health bar, either (we are trying to get away from that for the most part).
So just making sure everyone is aware, just because the tuning is different than the current game, doesn’t mean it’s broken or wrong. It’s just a reflection of us going in a different direction on how we are handling things. At the same time, that may mean for example the tuning of how often a Cure Wounds orb is available is changed as well, etc.
Specifically on the PvP front, all incoming damage on players is doubled right now (and healing is not) because we agreed that we wanted PvP to feel more dynamic and dangerous than it did in the past. But that only applies to PvP, not PvE content.