Medic Archive
Thread: testing on the CU, timers...
The way it is now, when you group, a newbie is welcomed, because there are master higher up that can fight along side them, and give them pointers. So on and so forth.
my feeling is that with the cu the players that are higher up are going to have a hard enough time watching their own butts and will not want a newbie involved. Especially medic, players are going to want a Medic (I consider both Doc & Medic the same exact thing) that is high on the skill tree, if not the whole group is weak. I could be totally wrong but I'm thinking who would want a medic as the weakest link... *shrugs*
I've tried getting on the test server. But it's always down. Plus I have a feeling the Dev's don't want me in there to begin with. lol
Lolateah wrote:
I have a feeling that newbies to a profession are going to have a very hard time grouping up.
The way it is now, when you group, a newbie is welcomed, because there are master higher up that can fight along side them, and give them pointers. So on and so forth.
my feeling is that with the cu the players that are higher up are going to have a hard enough time watching their own butts and will not want a newbie involved. Especially medic, players are going to want a Medic (I consider both Doc & Medic the same exact thing) that is high on the skill tree, if not the whole group is weak. I could be totally wrong but I'm thinking who would want a medic as the weakest link... *shrugs*
I've tried getting on the test server. But it's always down. Plus I have a feeling the Dev's don't want me in there to begin with. lol
Well at the moment I think a high level group would not have much use for a medic that's true, but a little more speed for the heals might tip the balance towards useful. BTW, sorry about the stupid Q, but you do know it's TC5 and not testcenter hosting the CU?
Gift.
Other then that, once catching on to how the process works and the options now open to medic, I am finding the profession of medic quite pleasing to play. The level of XP gain has been noted by the Devs and be adjusted, so it would hopefully be a lot more easier for the medics.
Meretseger wrote:
The 15 second timer might be a little too high I think, thou I haven't had too much trouble with gaining medical XP in my few hours of testing. My concern would be more for new people in the live servers, from what I seen, there is often very few people about that you can job up to and heal while they can regenerate quickly themselves or use stimpacks.
Other then that, once catching on to how the process works and the options now open to medic, I am finding the profession of medic quite pleasing to play. The level of XP gain has been noted by the Devs and be adjusted, so it would hopefully be a lot more easier for the medics.
Have you tried getting Medical XP since today's patch a few hours ago?
Giftmacher wrote:However, I digress, I do think a 10 second timer would be more practical, especially as we now have to heal in groups to gain any XP now; mobs go down way too quickly to squeeze more than one heal in for XP.Gift.
Being able to heal more than once per mob won't increase your XP with the new system (not that I agree with it, that's just the way it is)
However, from the standpoint of being able to heal more people against a tougher mob, a shorter timer would be better, especially if you're the only healer in a group.
There is no IGNORANCE,There is KNOWLEDGE.
There is no PASSION,There is ISSERNITY.
There is no DEATH,There Is FORCE.
refleks wrote:
In bigger groups, you usually need more than 1 medic to start out with. I found med XP rather easy to get, I just think it's stupid I don't get it at the exact time i heal, but I have to wait for the people im healing to kill the creature they're doing, plus I think there should be some kind og benefit by healing out of combat, I know they made no-xp out of combat to keep players from tumbling, but still....
I'm not sure that I see the point of taking medical xp away from medics out of combat. Yeah, they want to stop people from grinding with tumblers - but the new HAM system does away with that anyway. A tumbler will be using action/mind points - not actually decreasing their hitpoints. Therefore, tumbler grinding has been resolved without having to gimp medical xp.
Grimwrath wrote:
refleks wrote:In bigger groups, you usually need more than 1 medic to start out with. I found med XP rather easy to get, I just think it's stupid I don't get it at the exact time i heal, but I have to wait for the people im healing to kill the creature they're doing, plus I think there should be some kind og benefit by healing out of combat, I know they made no-xp out of combat to keep players from tumbling, but still....I'm not sure that I see the point of taking medical xp away from medics out of combat. Yeah, they want to stop people from grinding with tumblers - but the new HAM system does away with that anyway. A tumbler will be using action/mind points - not actually decreasing their hitpoints. Therefore, tumbler grinding has been resolved without having to gimp medical xp.
It's simple, they are promoting groups. Otherwise people would just hang out in the noob groups and heal all the people getting pwned. That's why the XP is based on Group Level and then on your own person Level.
In a sense they are making it harder for everyone to get XP because they are removing most of the "Power Level" tactics.