Doctor Archive
Thread: - Changed medic XP such that you no longer get XP for healing pets.
Actually this may be a good thing...
people will have to either 1 pay medics to heal pets while xping or
2) PCs will have to take mobs themselves if they want a medic to run around healing them for xp...
people have become to dependant on pets for pve and this is a way to make PCs tank again....
i think its actually a good move to increase PC interaction and a return to PCs actually tanking and not just supporting pets
the sad thing is all the people here who are complaining about pet xp dont even realize how easy med xp is to exploit....tehre are so many ways to get med xp its not even funny...
right now i can think of at least 10 ways to get a ton of med xp without any effort...
Well, I have to ask the same question here that I asked on the CM forum (not like a Dev will ever read this, mind you.) Why is it that some other professions get the courtesy of being able to discuss a nerf (T21, anyone?) and even have some input on it, but we are not given that simple courtesy?
personal i dont care anymore..i think SOE devs maybe be one of the few people with negative learning curves...
they seem to be getting stupider the longer they work on the game...
honestly think the reason why they nerf pet xp was that some goofy devs decided one day hey..i think i'll roll a medic just to see what its like...then said hey guys omg look im a medic i can heal ur pet and get lots of xp...and the other devs said...omg thats so exploitable...
they only see the obvious stuff...
Something that doesn't affect me now but may some of you, is the big patch that added in combat xp as a percentage of healing xp. I guess some of you won't be earning as much combat XP to go combat medic either. Not sure if anyone mentioned that.
I'll repost what I wrote on the main discussion forum: [url=http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=418433]HERE[/url]
What's the exploit? So now medics are the only players in the game that are entirely reliant upon interaction with other players to gain XP. Medics are the only players who are reliant upon expensive consumables in order to gain their XP. I'm not sure what the huge imbalance in being able to heal pets was that needed a hotfix patch. I craft the stims, I use the stims to heal damage on a pet, pretty much the exact same way I heal other players, but no, no, no, I can't be allowed to gain XP that way for some reason.
Someone replied that this was a response to players exploiting the pet healing ability to "jump right to master". My response was:
There's the fallacy the devs are operating under, "jump right to master". In order to even use this "exploit", you'd have to craft or purchase hundreds of stims, advancing the quality of stims as you advanced through the medic ranks so as to gain the most xp possible per stim use, eventually using expensive, resource-intensive stim-Ds. Then you'd have to take your pet out into the field to get damaged, avoid getting killed yourself while allowing your pet to take just enough damage to be worth healing but yet not risk killing the pet. Then during and between combat encounters, heal your pet using your expensive stims.
Sounds to me like gameplay. Certainly just a legitimate and compelling as any other PvE gameplay in the game. Yet for some reason, it needed to be eliminated