No Experience Points for Medic: Difference between revisions

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* Averted in ''[[Team Fortress 2]]'', where even a relatively inexperienced medic can easily reach the top of the scoreboard just by focusing on healing and gaining assists from kills made by other characters being healed.
** One achievement requires players to score the highest without making any kills whatsoever. It's surprisingly common.
** While averted with kills, it's played staight with objectives. There aren't assists for completing objectives-- ifobjectives—if the person being healed kills the Intelligence Carrier or defends a point, the Medic will only recieve points for the assist, and not the objective.
* Mostly averted in ''[[Killing Floor]]'', where healing regardless of perk will earn you [[Memetic Mutation|dosh]] and level up your Field Medic perk. Played slightly straighter with welding doors, which helps levels up Support Specialist but does not (as of current) help the player at the trader.
 
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* Early ''[[Super Robot Wars]]'' games used to give no experience for healing, but it became standard from [[Super Robot Wars 4]] onwards, mostly to give poor combat units but good medics a chance to level up as well.
 
== [[MMORPG|MMORPGs]]s ==
* Played straight by Campaign battles in ''[[Final Fantasy XI]]''. For reference, players get awarded experience points and Allied Notes based on actions that contribute to the battle, such as attacking enemies, taking damage, and so on. While healing other players ''does'' qualify as a contribution, you gain experience slower for doing so, compared to the above, and the maximum XP bonus [[Cap|capscap]]s out much lower.
* Can occur in ''[[The Lord of the Rings Online]]'', although not with Experience Points, since everyone in the group gets them. Certain skills can, if used enough times, get upgrades that you can choose to use. In general it's not that hard getting those upgrades, as most of them can be gained purely through solo play. However, healers have skills that resurrects other players from death (although not at full health) which means that they need to be in a group to use them (they can not be used on yourself). The upgrades to those skills means players will return from death with even more health than without the upgrades. The problem arises when a player has to die a number of times in order for the healer to gain that upgrade. This means that a good healer who is doing his job and doesn't let anyone die, will have a lot harder gaining that upgrade than a bad healer. Not that the good healer would need the upgrade if they never let people die, but still...
* Completely inverted in ''[[Warhammer Online]]'' - you will gain influence, renown and experience for killing enemies or assisting, but healers will get a portion of the rewards by healing those who dealt the damage, depending on how much is healed. Not only do you get rewards during the fighting, but by healing an ally who has ''recently'' gained rewards you also get bonuses, meaning that by throwing heals on random allies who are coming back from a battle will give points. Considering that an [[Area of Effect]] heal that restores 10% health to 5 allies in will give the healer roughly 10% of the spoils that each ally just received, ''per heal'', it's no surprise that healers are always the top classes when it comes to the charts of earned XP and renown at the end of a scenario.
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