I'm not thrilled with the medic nerf. I don't quite see the point of the armor healing skill being in the game anymore. I thought it was good before, I liked it. It's so ineffectual at this point that it seems like TW doesn't actually want it to be an ability in the game. In which case, maybe just replace it with something else? Or pair it up with something that makes that choice more appealing in the perk menu. Before the nerf, the perk worked well enough to convince most medics to choose their team over themselves. Now the previous "choosing yourself" option seems more team-focused since you can save dosh to give your teammates vs. having a skill that barely registers as helpful for them most of the time. I liked how it was before and I thought it worked well, but if TW really doesn't want it in the game, I would be interested to see if a different mechanic could be a strong replacement.
I still enjoy playing medic, it is still fun. But it's not the *only* class I want to play. Before the nerf it was kind of hard to find other people to play medic so I could play the other classes. Now it's even harder.
I love KF and I play it more than the other games I own, but I'm not a career KF player. I have to agree that it's not fair to nerf classes just because something's not hard enough on HoE for internal playtesting and people who play a lot more than average. Maybe the perks need to scale in some way for difficulty settings, just like the AI and HP, etc... I don't know. I get that the people who play the most are probably the most vocal, and giving the most feedback... which is why I'm posting and saying something.
I just think that KF in general has a pretty steep learning curve. I think that's part of its charm, but at some point it becomes a cliff and starts turning people off from trying it out or continuing to play.