I´ve been thinking on how our testing should influence the "final" product. Currently a lot of focus in on duels and organized team fights.
These follow very different rulesets than fighting will after launch, yet we use them as a benchmark for balance. To a degree that is unavoidable.
Now to my point. MO2 is about refining what worked well in MO1 and changing what didn´t. Everyone agrees that a giant part of balance will be combat healing. I think there are as many opinions on that as there as players. The problem is that currently it´s all theorycrafting since we don´t know what SVs plan for this is.
Personally I like to view healing as one big unit rather than splitting it into magic/potions/rest. That is why I suggest that the patch that includes magic (with healing presumably) will also include a set of potions (from low to high tier) and bandages.
This should happen a good time before persistent launch so there is enough time to fine tune those systems. For example I think it could be problematic if potions were to be tested without magic, thus without a counter.
These follow very different rulesets than fighting will after launch, yet we use them as a benchmark for balance. To a degree that is unavoidable.
Now to my point. MO2 is about refining what worked well in MO1 and changing what didn´t. Everyone agrees that a giant part of balance will be combat healing. I think there are as many opinions on that as there as players. The problem is that currently it´s all theorycrafting since we don´t know what SVs plan for this is.
Personally I like to view healing as one big unit rather than splitting it into magic/potions/rest. That is why I suggest that the patch that includes magic (with healing presumably) will also include a set of potions (from low to high tier) and bandages.
This should happen a good time before persistent launch so there is enough time to fine tune those systems. For example I think it could be problematic if potions were to be tested without magic, thus without a counter.