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== [[Real Time Strategy]] ==
* Until about a year after its launch, ''[[League of Legends]]'' did not reward healers for the achievements their patients got and the healing characters as a whole were seen as collective [[Gameplay Scrappy|gameplay scrappies]]. This was eventually rectified.
** Rectified to the point where [[Magic Music|Sona]] gets assists for simply ''being nearby'' due to her aura effects. Exactly how speeding up Karthus in your base while his [[Kill Sat|ultimate]] kills someone at the other end of the map qualifies as helping him is unclear. Also, if you are [[Time Stands Still|Zilean]], you can ultimate someone to enable him to [[Back Fromfrom the Dead|resurrect on death]], completely waste it because your patient doesn't actually die before it wears off, and still get an assist.
** Yet if you are [[Sonic the Hedgehog|Rammus]] you still don't get assists for taunting players unless you have [[Attack Reflector|Defensive Ball Curl]] up and they hit you. Pulling them into a tower will ''not'' give you any reward.
** Healers in the current metagame do not scale well with items or levels compared to any offensive champion. This means support players cannot farm whatsoever and are supposed to leave ''all'' of the gold to the team's [[Magikarp Power|carry]]. As a result, healers are utterly weak and insignificant during the second half of a match and their role can be summed up as "ward bitch" - get a few cheap items that generate gold, use said gold to buy tons of [[Defog of War|wards]] in order to reveal enemy movements, and stay the hell away from combat. Still, four well farmed champions on a map lit up like a christmas tree will always defeat five champions that shared their farm and are playing blind, so picking a support champion is a free win if the other team doesn't have one.
* Averted by ''[[World in Conflict]]'': in their pursuit of intense cooperation between players, the dev team awarded huge points to repair tanks for repairing things and to transport units for transporting troops. This quickly led to players driving their own units around the safe areas of the map, getting top scores without actually participating in combat, so an early patch removed transporting scores and reduced points for repairing your own units. Still, the repair+AA combo remained the top-scoring role in the game.
 
== [[Role -Playing Game]] ==
* In the text based ''Grendel's Revenge'', monsters who took the Shaman healing class as a primary had a doozy of a time, since new skill points were dumped into healing skills primarily and attack relegated. Poor build sequencing could lead to players being unable to kill their solo spawn. Eventually this was rectified when healing itself (and all support spells for the Shaman) gave XP, but for a long time you had very little room for error when playing a Shaman. Interestingly, by mid-game development they had the advantage of not having to worry about XP loss from dying like the combat classes did because they could potentially chain-die so often they couldn't kill their spawn; whereas Shamen and builders gaining XP through non-combat means meant this was a non-issue for them.
* A variation is in ''[[Final Fantasy VII]]'''s [[Limit Break]] system. While the whole active party gets equal EXP per battle, getting to the next [[Limit Break]] level requires finishing off a certain amount of enemies. If you're using a character primarily as a healer, such as [[White Magician Girl|Aerith]] with her healing-based limit breaks, they won't advance as quickly, if at all.
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