Push 3 Balance

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SomeGuy

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Welcome to the topic. Please excuse the name, I didn't think too hard about it but this should probably be called

Force Push Re Balance

Let me start of here by first saying I do not think Push is Overpowered and this is Not a Nerf Thread. But there is a problem I have with how it affects gameplay. The issue that I want addressed here is The Use of Push 3 as a player crutch and this is what I want to see removed.
Not sure what I mean by that? Let me explain then. I'm sure a lot of you have noticed that Push 3 is easy to use to knock down targets and get some nice ground kills. All the while it is also easy to stop by walking, crouching or standing still. But the real issue is that it is much easier to use Push and very forgiving in mistakes by the user.
What does this mean? Well, simply put, it means that a Pusher has to put forth less effort in an engagement as opposed to his target. And to add a little more to it, a Force User without Push level 3 has to put forth even more effort than his opponent if not the same. This is not good from a gameplay balance standpoint.
What happens from this, then? Well, most Force User class configs basically have Push 3 as a necessity rather than an option. Players become reliant on it and other great elements become unused.
But hasn't Push remained the same for many years? Yes it has, but I never noticed the problem until recently.
How did I see this issue? It actually happened to be the large influx of brand new players. Watching them progress in player ability map after map or even days. But the thing I noticed the most is that they all used Push 3.
What's wrong with them all using Push? Nothing, except for the fact that they try out other classes or force powers but fail and go back to Push 3.
Why would they go back to using Push 3 over and over? After seeing this and examining it, I saw it helped their player ability. Sure, they still weren't very good but they were substantially better than not using it.
So this is a New Player problem? No, not at all. The new players merely opened my eyes by seeing the sheer number of them doing it. I am certain everybody knows of one or a few players who exclusively play Jedi with Push 3.
How does Push help these players out so much? From what I concluded it is because Push is extremely simple and easy to use. It can even be used in a majority of situations. Not much effort has to be used to be averagely effective at the game now.

Now in my opinion this is not fair at all because all players should have to give the same amount of effort to be effective. Sure, all players are different and some are better than others or vice versa. But they all try about the same to be a positive contribution to the team. Just because someone is good or bad at playing doesn't mean they aren't trying.

So, from all this I try and figure out a way to complete this objective: Make Push Harder to Use for Bad Players but Still Retain it's Effectiveness for Good Players.

Here we go then, my idea is below. I am certainly also not saying my idea is the best one or the only option. The one directly below is an edit after reading things from this thread and mashing them together while also thinking of other gameplay elements and how they work. My very original idea, which was pointed out would actually be a nerf (which is not my plan) is at the very bottom.

Probably the most important part of the topic is that these are all suggestions, which means they are not guaranteed to be implemented and are also all subject to change. Everybody here should be striving to make the game a better experience. I implore everybody to share their suggestions, ideas, and thoughts. The key word is collaboration.

Another extremely important part of it is that we all discuss this in a constructive, mature, and polite manner. I don't want to see the thread devolve any more than it has because there are some very good ideas here. If you need an example, here are a couple.
This is how to not be constructive.
Person 1: I think that (x) should work this way because of (y).
Person 2: Hah, (x) is fine you just need to do (z) better.
This is how to be constructive.
Person 1: I think that (x) should work this way because of (y).
Person 2: I don't understand your issue with (x), you can just do (z), can you help me understand?​

So after thinking through after all the things people posted I came up with a new idea built upon some of it. Of course all not set in stone.

Push 3 changes to have a narrower knockdown area which is like a tube in front of the Jedi that is a bit around the crosshairs. Not as pinpoint as a blaster shot but they would still basically need to be aiming at them. But here's the twist, it only is like that for instant button pushes. To compensate the animation should be sped up by about a quarter of a second, reducing the time that the Jedi is vulnerable. But wait, there's more. The power can also be charged up for maybe around 2 or 3 seconds for maximum to unleash a full scale Push that knocks down all runners in the regular arc. Also I think the charged up blast should push things back with greater velocity. That would make for some fun grenade tosses. Although, the charge should not be able to be held indefinite so after maybe 2 or 3 seconds of holding automatically goes off. Now, to think of our saberless Jedi friends even more can come of this but this is just expanding on the idea so it may be too much. Jedi with no sabers using Push 3 in melee can just tap it for full effect like it is now, but if they charge it fully it can Push over everybody in it's line of fire regardless of movement status. It would probably use more FP to compensate but that could make a force only Jedi a very valuable part of a team during a standoff. The issue of wookiees and SBDs I don't know of but if they could fall from it, would be a very useful ally to have.
push_zpsv9hvmodm.jpg

pushinstant_zpszpfgssuz.jpg

pushhalfcharge_zpst4gdmbrw.jpg

pushfullcharge_zpsdcg88aes.jpg


This can even be applied to Pull to make it affect a group after a charge, which would give that power a bigger oompf it definitely needs!

There have been a number of ideas posted in the thread, which may need to be expanded on and complimented, such as:
  • All levels of Push knockdown at different ranges and spreads
  • Changes in Force Point cost
  • Changes in Class Point cost
  • Delay before pushing
  • Charge up before use
  • Differing types of knockback areas

Below is my first original post.

Now before you all start saying "l2walk" what this stems from is just the amount of Jedi/Sith who only use Push 3 as their main offensive weapon. In my opinion it is way too effective and versatile for how cheap it costs in both class points and FP. When looking at Pull, not only does it cost more, but it is harder to use due to the direct aim required and shorter range. I have seen plenty of players who don't use Push 3, but in comparison to the majority that do they need to play a lot smarter and harder. Push is just too easy.

My proposed fix is very simple although I don't know if the engine allows it. Have push be the way it is for range and AOE, especially projectiles, except for the knockdown which needs to be on the crosshair. Of course the closer the range the more lax this would be and anyone pushed outside of the knockdown sweet spot would still get pushed back, to help get those guys on a cliff. Pull could even be reworked the same way so a large group of people could be nudged closer rather than fall down.

This would increase the skill required to use it and help reduce the class spam for people looking to get easy kills but still maintain the support role it can fill.

Here is a representation of what I mean.
http://img.photobucket.com/albums/v335/DarkFett/push._zpsbkp88iqp.jpg
 
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Push is very much balanced. It is initially hard to play against, but in the end it's one of the easier force powers to combat.

Push has a vulnerability window of 1000 milliseconds, during which the pusher is open to any incoming attacks. The user is also stuck in the animation. As a result this gives the potential targets 1 second of free time. I personally use this time to let go of the walk button, click jump and open fire on the pusher. This will propel me further away from the pusher than if I were to simply stand, walk or run.

I would not consider Push to be too strong. If it feels unfair in a specific match-up, it could be explored further. However, I feel the ability itself is okay. The problem people have with it might lie elsewhere, such as knockdown duration.
So you wouldn't consider a narrower arc of knockdown? A lot of the complaints in the thread have been about how easy it is to use in so many situations rather than an outright it's overpowered view which a lot of people have taken this as.
 
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Push is not perfect, and everyone saying it's balanced and perfect tells me they forgot what it was like to be new, and whats it like to gun against 12 jedi.

You can't win, all you can do is run away and set traps. Any class that does not have a hard counter against push will never win against jedi spam.
 

GoodOl'Ben

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So you wouldn't consider a narrower arc of knockdown? A lot of the complaints in the thread have been about how easy it is to use in so many situations rather than an outright it's overpowered view which a lot of people have taken this as.
A narrower arc for knockdowns could be nice as well. However, I feel knockdowns are the prime issue, not so much Push.

Knockdown is not a brief stun, but a death sentence in several instances, where I feel it should be more of an inconvenience.

Having all single-life classes capable of performing siderolls the moment they land on the ground would be more to my liking. Secondary grenade damage output could be increased to compensate.
 
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A narrower arc for knockdowns could be nice as well.
That is exactly what these 15 pages have been about, and people are panicking and changing the argument into a view that suits them making it easier to rally behind agianst.

I am convinced Lou diden't even bother to read our side of the story.
 

Preston

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Push is not perfect, and everyone saying it's balanced and perfect tells me they forgot what it was like to be new, and whats it like to gun against 12 jedi.

You can't win, all you can do is run away and set traps. Any class that does not have a hard counter against push will never win against jedi spam.
I get what your saying, but thats like saying sabering isnt balanced cause new players dont know how to block. And the game shouldnt be balanced ed with class spam in mind imo, because wvery class is op when spammed and it shouldnt be balanced for spam necessarily.

And actually people have also been talking about a cool down, lower distance abd stuff like that, also higher fp drain
 
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I don't even know why open is the primary gamemode, semi authentic seems more balanced to me.

People build whatever the fuck they want on their classes but you cant have more than 5 of the same class on the field at the same time.

And actually people have also been talking about a cool down, lower distance abd stuff like that, also higher fp drain

Yeah and the op told them no, but you assumed he was on their side.
 

Preston

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I don't even know why open is the primary gamemode, semi authentic seems more balanced to me.

People build whatever the fuck they want on their classes but you cant have more than 5 of the same class on the field at the same time.
Cause uts fun to not have a limit on classes for lots of people, I love when a whole team can just go clone spam and wreck everyone. Or when everyone goes deka huebuejeuehuhueheheuehuehueheu
 
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Cause uts fun to not have a limit on classes for lots of people, I love when a whole team can just go clone spam and wreck everyone. Or when everyone goes deka huebuejeuehuhueheheuehuehueheu

If solder spam was a problem, people would complain about grenade spam.
A game mode where there isen't any rules makes is unbalanced.
 

Preston

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If solder spam was a problem, people would complain about grenade spam.
The fact people play a game mode where isen't any rules makes it unbalanced.
True in a way, thats the fun of the game tho for many people, this game could be balanced for every situation if it was semi authentic, but people like to be able to do what ever they want, including me. Idk if that makes me a baddie or whatever but I enjoy open for what it is.

Les get back on topic, i guess
 
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A narrower arc for knockdowns could be nice as well. However, I feel knockdowns are the prime issue, not so much Push.

Knockdown is not a brief stun, but a death sentence in several instances, where I feel it should be more of an inconvenience.

Having all single-life classes capable of performing siderolls the moment they land on the ground would be more to my liking. Secondary grenade damage output could be increased to compensate.
That would even the playing field for sure. Maybe give it to Soldiers with Close Combat too?

Wouldn't mind a look being taken at the coinflip getup that force users have too but that's another thread entirely.
 

Preston

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That would even the playing field for sure. Maybe give it to Soldiers with Close Combat too?

Wouldn't mind a look being taken at the coinflip getup that force users have too but that's another thread entirely.
Ohhh okay I actually like bens idea, but I persoannly do not want any gunner given coin flip as of now.

I like his knockdown idea, not so much the narrower push.
 
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A narrower arc for knockdowns could be nice as well. However, I feel knockdowns are the prime issue, not so much Push.

Knockdown is not a brief stun, but a death sentence in several instances, where I feel it should be more of an inconvenience.

Having all single-life classes capable of performing siderolls the moment they land on the ground would be more to my liking. Secondary grenade damage output could be increased to compensate.
Honestly, I can only nod my head in agreement with this now. I like the idea of a narrow-zoned knockdown on push without changing the range of the pushback itself, but I think I'd also like it if the knockdown mechanic was explored a bit.

I wouldn't want both changes though... That would be overkill.
 
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@GoodOl'Ben So just because all single live classes could be able to make siderolls, the secondary grenade dmg should be also buffed, to double nerf Jedi... whaaaat?
IMO the best solution could be to comine gunner classes like Soldier/ET/Hero/BH/Mando. A combined Gunner class would be much less predictable. Nowdays its like this: "K, he's an ET, I dont see T21 on his back so he has Blaster3... possibly have grenade, so just have to avoid it, than kill him, + reinf." vs "K, he's a Jedi, so he can either Push, or Pull, or use Speed, or use MT, or deflect my shots, and have 7 saber style to choose... whaaat?". If a Jedi wouldnt know which abilities the target Gunner has, the fights would be less predictable and more fair to the gunners. Basically everyone could bring Poison Dart if they want to, so a Jedi spam would be less successful, than nowdays. Of course a lot more testing would be required for this idea, than it'd require for any other.
 

Preston

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Just add the get up thing, but dont change secondary nade damage. Would be a good compromise I think.
The more I think about it the more im really wanting single life classes to be able to roll when pushed or knocked over. This would imo make mando a decent amount stronger and played more and be more fun to play. I really would like this added.
 
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I can see it now... SBDs and Wookiees doing roll getups. In all seriousness I like the idea, just not for Wooks or SBDs.
 

GoodOl'Ben

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@GoodOl'Ben So just because all single live classes could be able to make siderolls, the secondary grenade dmg should be also buffed, to double nerf Jedi... whaaaat?
Reasoning behind this is that secondary grenades are hardly useful vs Jedi/Sith who are worth the waste of a primary grenade or a secondary that can be invested on a good gunner instead. Secondary is best used against gunners and a faster getup would make this less so the case. I'd navigate towards crouching/walking countering splash knockdowns of secondary grenades as well.

I hardly find myself pulling out a grenade vs a Jedi/Sith unless I know he's shit tier. I'm better off draining FP with guns 95% of the time.

Looking at knockdowns is something that has briefly been discussed in internal chats with nobody seemingly objecting. This may be tested out in the future.
 
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