History Main / NoExperiencePointsForMedic

22nd Mar '17 5:22:14 PM TheNoun
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** The sixth game had this problem not with the healers, but with the merchant, an immobile squishy NonActionGuy. He can only gain Exp (1 point at a time) by surviving an enemy attack, and it takes 100 to level up. Game seven fixes this by giving him a full level every time he survives a mission, making it possible to promote him to a mobile cart by late game without ever putting him harm's way.

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** The sixth game had this problem not with the healers, but with the merchant, an immobile a squishy NonActionGuy. He can only gain Exp (1 point at a time) by surviving an enemy attack, and it takes 100 to level up. Game seven fixes this by giving him a full level every time he survives a mission, making it possible to promote him to a mobile cart by late game without ever putting him harm's way.
20th Mar '17 3:39:15 PM TheNoun
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** The second game, ''Gaiden'', also prevented healers from gaining experience through healing. The good news, though, is that healers started with an attack spell that ''did'' grant experience, although its inaccuracy could still make healers difficult to level.

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** The second game, ''Gaiden'', also prevented healers from gaining experience through healing. The good news, though, is that healers started with an attack Nosferatu, a somewhat inaccurate LifeDrain spell that ''did'' grant experience, although its inaccuracy could still make healers difficult to level.and eventually learned a more accurate attack spell when they promoted.
8th Mar '17 11:15:44 AM nombretomado
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* Averted in ''MechWarrior Living Legends''. Players detecting enemies and then forwarding their location via a C3 computer system are granted C-bills every time a new enemy is detected, or when a detected enemy on C3 takes damage. Players using the TAG laser guidance system or the NARC missile beacon are granted a percentage of the reward C-bills every time another player's missile hits the target. Players driving the AwesomePersonnelCarrier receive C-bills every time a player spawns at it, buys weapons, or ammo from it.

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* Averted in ''MechWarrior ''VideoGame/MechWarrior: Living Legends''. Players detecting enemies and then forwarding their location via a C3 computer system are granted C-bills every time a new enemy is detected, or when a detected enemy on C3 takes damage. Players using the TAG laser guidance system or the NARC missile beacon are granted a percentage of the reward C-bills every time another player's missile hits the target. Players driving the AwesomePersonnelCarrier receive C-bills every time a player spawns at it, buys weapons, or ammo from it.
3rd Mar '17 3:49:20 PM Trevorg2000
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* Averted in the first ''VideoGame/Persona'' game. Experience is distributed among the characters depending on how much they contributed in battle. So if a character kills all enemies with one multi-target spell before anyone else gets a turn, they'll hog most of the experience points while everyone else gets the bare minimum (which really screws over characters with low agility making them several levels lower than everyone else). Multi-target skills and attacks also net more experience than single-target ones, but ''that applies to healing and support abilities too''. So a character can still hog most of the experience if they spam party-wide healing and buffs while everyone else uses single-target attacks.

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* Averted in [[VideoGame/{{Persona}} the first ''VideoGame/Persona'' game. Persona game.]] Experience is distributed among the characters depending on how much they contributed in battle. So if a character kills all enemies with one multi-target spell before anyone else gets a turn, they'll hog most of the experience points while everyone else gets the bare minimum (which really screws over characters with low agility making them several levels lower than everyone else). Multi-target skills and attacks also net more experience than single-target ones, but ''that applies to healing and support abilities too''. So a character can still hog most of the experience if they spam party-wide healing and buffs while everyone else uses single-target attacks.
11th Feb '17 11:25:33 AM Morgenthaler
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* 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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* Completely inverted in ''{{Warhammer Online}}'' ''VideoGame/WarhammerOnline'' - 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.
19th Jan '17 8:21:15 PM Octorok103
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* Zigzagged in ''VideoGame/{{Warframe}}''. As long as everyone sticks together, everybody gets the same total amount of experience from kills no matter who did it, but the way it gets distributed among each person's equipment varies. While the rules governing this breakdown can be a little complicated, the net effect is that healers have a harder time leveling up their Warframes but an easier time leveling up their weapons, and vice versa for damage dealers (assuming they don't just leech off another player's kills). The same issues get compounded with the Focus system, thanks to the mechanics of earning Focus points. In order to gain Focus points, players need to equip a Focus lens to a maxed piece of equipment, which will convert the experience it would have gained into a proportional amount of Focus points; needless to say, equipping a lens on a healer Warframe is a pretty big waste.
16th Jan '17 9:22:38 AM Medinoc
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* The French browser-based MMORPG ''Les Souterrains de Delain'' used to work like this, and relied on fighters repaying the healers by manually transferring XP to them. It was later upgraded to an automatic XP attribution system.
15th Jan '17 11:28:26 AM nombretomado
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* ''AgeOfWonders'' avoided the problem by giving the healers a ranged attack.

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* ''AgeOfWonders'' ''VideoGame/AgeOfWonders'' avoided the problem by giving the healers a ranged attack.
10th Jan '17 9:46:22 AM GabrieliosP
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* Averted in the first ''VideoGame/Persona'' game. Experience is distributed among the characters depending on how much they contributed in battle. So if a character kills all enemies with one multi-target spell before anyone else gets a turn, they'll hog most of the experience points while everyone else gets the bare minimum (which really screws over characters with low agility making them several levels lower than everyone else). Multi-target skills and attacks also net more experience than single-target ones, but ''that applies to healing and support abilities too''. So a character can still hog most of the experience if they spam party-wide healing and buffs while everyone else uses single-target attacks.
8th Jan '17 10:14:07 PM Tuckerscreator
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* Zigzagged in ''{{VideoGame/Overwatch}}''. It's pretty common for Support classes to rank high on the scoreboard for healing, but earning Play of the Game is much more skewed. Some, like Mercy, tend to earn it to a disproportionately high degree thanks to her powerful Resurrection ultimate. Others, like Ana or Symmetra, rarely earn it because they deal relatively low damage and their ultimates rely entirely on teammates doing well by receiving it.

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* Zigzagged in ''{{VideoGame/Overwatch}}''. It's pretty common for Support classes to rank high on the scoreboard for healing, even passive healing like Lucio's, but earning Play of the Game is much more skewed. Some, like Mercy, tend to earn it to a disproportionately high degree thanks to her powerful Resurrection ultimate. Others, like Ana or Symmetra, Symmetra (until the latter's range and durability was buffed), rarely earn it because they deal relatively low damage and their ultimates rely entirely on teammates doing well by receiving it.
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