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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StarWarsGeek

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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.

Simply a reduced push arc is very different from the idea in the OP of having a very tiny backwards arc that closes in to a point where the crosshair is. I'm very against the idea as proposed in the OP, but I can definitely agree with narrowing the knockdown arc on push a bit.
 
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@GoodOl'Ben The single life player classes without fast getup ability are: Wookiee, SBD, rifle3 Clonetrooper and Mandalorian. Wook and SBD can actually get an ability to prevent knockdowns, if they dont do that, its their decision, but they dont deserve a better getup. Mandalorian can fly away from any type of danger, so they also dont need a faster getup. Comparing Clonetrooper getup to ARC Trooper getup could say that rifle3 clones deserve a faster getup, but they have the easiest job against both Sith and Gunners, because blob is basically cannot be avoided if its used properly, and it has more ammo than frag grenade. Yes, its the hardest skill to use among the similiar abilities, but also its the best. This is why I dont agree with the idea to give these classes rolling in the first place.
About the secondary grenade... first of all, this grenade mode simply doesnt exist. Neither in RL, nor in Star Wars. This grenade mode has 1 purpose: knock down the target. Thats all. When is it used? Against who is it used? What happens after it is used? These are questions what have nothing to do with the ability, these are player differences. Just because the ability is often misused and players cant shoot the target after the knockdown, the ability shouldnt be changed.
Edit: And from the point of the Jedi: other classes could be able to get up faster after they failed to walk to prevent Push and Pull, and also the secondary grenades could damage more. Combining it with the fact that Jedi is open for a second after knockdown, depending of the dmg boost, the Jedi could be really nerfed because of these changes.
 

mkl

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Okay I have an idea. A cooldown on push would seriously nerf the support potential on jedi/sith
but what about this: you use push once: normal cost and if you use push again in let's say 5 seconds it'll double the cost of FP.
Keep in mind that I just came up with this idea and I think it's shit
 

Preston

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Okay I have an idea. A cooldown on push would seriously nerf the support potential on jedi/sith
but what about this: you use push once: normal cost and if you use push again in let's say 5 seconds it'll double the cost of FP.
Keep in mind that I just came up with this idea and I think it's shit
So do i. Jk lol but I personally dont kike the idea
 

SomeGuy

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FYI I don't want to nerf it to uselessness like dodge currently is, I just think it needs a change to reward skillful players more and punish bad users more. So while I was at work just going zombie through it thinking in my head about what everyone has said in the thread and the way the other elements and abilities play out I had a new thought. Re work the force power completely. It would mix ideas from many posters in this thread and add some new elements that could work in interesting ways. So here's this:

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. 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.

I don't want it to be super hard to use, I don't want it to be useless, I want it to be relevant. It's like in other games when people use that one same gun over and over because it's easy, Push right now is the same way. Not necessarily overpowered but no incentive to use the many other things available. So I feel it needs a change like all the other Force powers have had a treatment of.

Edit: Updated OP with some visuals
 
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@Preston
Off topic, but I don't think mandos should have fast getup, not even roll getup. They already have a jetpack jesus. The only thing I could think of is enabling jetpack while knocked down on the ground which propels you backwards for a short burst, but overheats the jetpack (unless it's already overheated when you want to do this, in that case you're fked).

EDIT: And I'm also glad this thread didn't devolve into a flame war, good job everyone.
 
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That mandalorian rocket get up would be nice the rest of the get ups are fine imo, but someguys push idea is a full rework ( not balance ) so while its a good idea it would have to be tested and rebalanced for a long time and the force power would be needlessly complex ( i dont think any of the force powers are that complex ).
 

Preston

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@Preston
Off topic, but I don't think mandos should have fast getup, not even roll getup. They already have a jetpack jesus. The only thing I could think of is enabling jetpack while knocked down on the ground which propels you backwards for a short burst, but overheats the jetpack (unless it's already overheated when you want to do this, in that case you're fked).

EDIT: And I'm also glad this thread didn't devolve into a flame war, good job everyone.
Idk just something, I feel mando is underplayed becauses its like the only class thats slow getup
 

Puppytine

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I don't want to just push 1 button and see everything fall in front of me for easy pickings. It is just too easy.
But you can't anyway. Some classes doesn't affected by push at all, others can walk. Jedi and sith are vulnerable during push.
And there is not "easy pickings" since unaffected gunners are around, who would shoot sith if he try to slash knocked opponents. ARCs simply open fire while they lay down on the floor.
You can bring up arguments of other classes how to counter it over, and over, and over but the thing is they all get a finite resource that is most often a one time shot which is also much, much harder to use than Push and also has the possibility of being negated by Push while Push is infinite while also being very powerful.
You just shouldn't think it that way. Concentration on some skill, comparing how it easy to use is a mistake. You should focus on balance class vs class, not just skill vs skill.
My gameplay experience tells me jedi are balanced against others classes and team that has more saberists doesn't receive advantage on their enemies.
I wish there would be a rich statistic of servers; I'd bet k/d of jedi/sith wouldn't be higher than same stat for other classes.

So if you wish to take away push from its users, you have to give something in return. Something as valuable as push, to keep saber users balanced, not underpowered.
 
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btw. if you get knocked down after being pushed while getting up from previous knockdown, is it a bug or a feature?
 

Preston

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btw. if you get knocked down after being pushed while getting up from previous knockdown, is it a bug or a feature?
I actually dont think that happens, but it just looks like it does, I think what happens is you push someone down, they get up for like an quarter of a second and they arnt walking during that time because they moved slightly after getting up but they wernt holding walk.
 

SomeGuy

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But you can't anyway. Some classes doesn't affected by push at all, others can walk. Jedi and sith are vulnerable during push.
And there is not "easy pickings" since unaffected gunners are around, who would shoot sith if he try to slash knocked opponents. ARCs simply open fire while they lay down on the floor.

You just shouldn't think it that way. Concentration on some skill, comparing how it easy to use is a mistake. You should focus on balance class vs class, not just skill vs skill.
My gameplay experience tells me jedi are balanced against others classes and team that has more saberists doesn't receive advantage on their enemies.
I wish there would be a rich statistic of servers; I'd bet k/d of jedi/sith wouldn't be higher than same stat for other classes.

So if you wish to take away push from its users, you have to give something in return. Something as valuable as push, to keep saber users balanced, not underpowered.

Thanks for not reading and understanding a single thing I proposed. And it is class vs class. But for the most part all the other powers remain untouched and Push is the primary focus of the Jedi, which I think is the issue. Please before you say anything like that at least read what people say and don't assume things.
 

Preston

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Thanks for not reading and understanding a single thing I proposed. And it is class vs class. But for the most part all the other powers remain untouched and Push is the primary focus of the Jedi, which I think is the issue. Please before you say anything like that at least read what people say and don't assume things.
And an e11 is the primary focus for most gunners, whats your point? Push is the most useful power, same as an e11 is the most useful gun in mkst situations not all. Push is useful for pushing nades and pushing back the team for support. If you nerf push you severly underpower jedi from a support role. Whether that be a cool down higher, or a lower aoe effect.
 

SomeGuy

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And an e11 is the primary focus for most gunners, whats your point? Push is the most useful power, same as an e11 is the most useful gun in mkst situations not all. Push is useful for pushing nades and pushing back the team for support. If you nerf push you severly underpower jedi from a support role. Whether that be a cool down higher, or a lower aoe effect.
And the E-11 is only because it is the only choice for Soldiers. Many classes have access to it, also. But a lot of times the E-11 gets overshadowered by things like Pistol 3 because it just plain better and cheaper. That's another issue I see. Jedi have the greatest amount of things to choose from and change around, but it all revolves around Push 3. Having max Push should not be a necessity. It's too universal.

But the second half of your post just confirms that you didn't read my change suggestions or understand them because it is not a nerf, it's a rework. All the other force powers have had a rework except for Push, and it needs one too. It's too universal as it is. Better players should be rewarded with good play while bad players should not be.

And for the knockdown and get up issue it doesn't even mention the small inconsistencies in maps that cause the "stair bug" that always make Push knock you down even when walking and standing still. Slopes are death.
 

Preston

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And the E-11 is only because it is the only choice for Soldiers. Many classes have access to it, also. But a lot of times the E-11 gets overshadowered by things like Pistol 3 because it just plain better and cheaper. That's another issue I see. Jedi have the greatest amount of things to choose from and change around, but it all revolves around Push 3. Having max Push should not be a necessity. It's too universal.

But the second half of your post just confirms that you didn't read my change suggestions or understand them because it is not a nerf, it's a rework. All the other force powers have had a rework except for Push, and it needs one too. It's too universal as it is. Better players should be rewarded with good play while bad players should not be.

And for the knockdown and get up issue it doesn't even mention the small inconsistencies in maps that cause the "stair bug" that always make Push knock you down even when walking and standing still. Slopes are death.
Uh yeah I did read, ive read every complaining post in this thread. All of them can be solved with walking. E11 is a much as a necessity as push3, sure maybe not every single gunner has it, but not every jedi has push 3 either believe it or not. And jedi should get more options to choose from because its basically the only melee class. Just. Cause it has alot to choose from does not mean it gets all those thing at once, I dont see your complaint in that. And by push being universal you mean doing its 2 functions right? Pushing back people and nades.

And the e11 is alot more universal than p3.
 
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