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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Affecting multiple targets requires... multiple targets. Each target can manually counter Push via walking and each target has at least 1 anti-Jedi ability, what can be used to force the Jedi to flee. If none of these targets is able to walk, its their own fault and it has nothing to do with any game element. Even if 1 of the multiple targets is walking, the Jedi can be countered.
Push is the number 1 Jedi/Sith power because this is the only versatile ability, what can be used both against targets and against objects like grenades and rockets, not because its hard to counter. Players like to blame the game balance or call other players cheater because of their own mistakes. This isnt single player... if the other player outsmarts you, or you make a mistake or the enemy is simply a better player than you are, you will lose.
 
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Edit: IMO your statement is incorrect. Anyway, as I see, most players simply dont know how to play this game properly. I started playing in b16, nowdays I only play rarely, I cant shoot accurate twice in a row, yet I can outsmart a lot of players (including Jedi) as gunner, just because I know the game mode, the maps, the classes, the abilities, while most of the community doesnt. Every class has weaknesses, its not the Jedi/Sith class' fault that most gunners dont know the weakness of the Jedi + dont even try to compensate their own weaknesses and the Jedi players are exploiting them.
 
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Preston

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Yeah im with vitez, like I dont understand why people complain about push. Just walk and shoot? You lose like 30fp and are completely open to shots. Ez win
 

SomeGuy

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I started playing in B16 also and the Jedi spam I see now is more rampant than before. Gunners used to be more numerous and Jedi/Sith was more risk/rewad to play. Now it is more of 'I push this button and win." The main problem with Push is this: it is an infinite use ability that can render almost any class in the game an easy kill with little to no effort or thought. Sure I see plenty of Jedi pushing walkers and they get wasted easily. Gunners have an finite amount of ammo or abilities to counter the defenses of a Jedi plus it takes a lot of concentration and aim. Jedi can just see them on the screen, push a button, and get a free kill especially use third person to corner peek. Force people to walk everywhere and peek around every single corner would make these 5 minute matches very slow. For over 12, 13 or whatever it is now years of playing this and Push 3 is still the only thing 80% of all Jedi/Sith use to kill gunners, even other saberists, it's just sad. So much more at their disposal and this is it. You see some people who don't use it and they have to play much more creatively, using acrobatics and stealth or just playing support with some gunner buddies and they do great. But not as much as a decent one using Push 3.

Jedi/Sith are supposed to be support and still work great in that role but most use it like assault and Push 3 is the main weapon. Forcing them to actually aim and use some thought behind it would encourage teamwork and lessen spam. 2 Jedi working together, one pushes and one slashes. Or the Jedi pushes and his gunner buddy kills. Look at Grip, most of Grip kills aren't by the Sith who uses it but an ally nearby who gets a nice set up. It is expensive and requires close range plus time to lock on. It is very difficult to use, comparatively, especially on a target moving all over. All this change would do is only affect the knockdown and change from an entire screen view to an aimed and thought out shot.
 
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The fact a person like me can play jedi/sith, a class I never play and press the F button and maintain a postive KD ratio.

That tells me there's problems. The range on that thing is bullshit and I just have to look at a general direction of somebody and it works.

There is no effort put into me pressing the F key, but tons of effort for me trying to punish that animation frame when im shooting people. Infact, when im crouching I shouldn't be able to get moved period yet push still manages to shove me at its normal ranges. Same thing applies to walking, if walking and crouching negates push, why am I still getting moved while using either of them?

Push spam exists and it needs to be delt with, you cant ignore the fact that class is always in the double digits no matter what map.
People say there isnt any jedi bias but people always seem to rush to defend that class from getting its push nerfed.
 
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Now before you all start saying "l2walk".

I don't have to. You already said it for me. Seriously though, gunners can counteract pushing by simply standing still, crouching, or walking. Now you want to make it easier for gunners by making it so you have to aim push as well? This is a disaster waiting to happen...especially, with heroes having dash. To be honest, this is the only force power that allows new people to even have a chance against vet players.
 
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@SomeGuy; @BigBossBigTeef
I've said in on the previous forum that it is a problem, that Jedi have regenerative ammo, while gunners dont: I was told I'm wrong.
I've said in on this forum that all spamable abilities, like Dash, Force Push and Pull should get a longer CD to prevent spamming: I was told I'm wrong.
IMO these are real problems. But I was ignored by the community when I brought these up, so sorry but I dont want to discuss these things atm, because I feel its just unfair to me.

Anyway, class spamming in Open mode is allowed and its known that the game isnt balanced for this. Deal with it. A Soldier spam is just as destructive as a Jedi spam is. And nobody complained about how powerful a Soldier is, regardless the fact that it has reinforcements with 1x3 frag grenade, what is way more than enough to kill a single Jedi or any other class. About the magical F button: yes, damn Jedi because they use the abilities what they purchased, right?... you cant possibly blame them. I usually never use Droideka, only when its needed veeery much... and I have positive KD ratio with it... is Droideka OP or I'm a god? I'm sure I'm not a god, but I didnt see any topic about how OP the deka is... is it maybe... player differences? We're not NPCs, we're all different, a medium-skilled Jedi can kill tons of noob gunners, and its known that the community has much more noobs than medium or high-skilled players. It'd be useful to teach the community how to play already before making changes, like in the past. I saw there are a lot of newbie duelist, who can kill me with 3 red style hits, but cant do a thing if I switch to gunner... and its not because I'm awesome or because of game balancing problems.

Sum everyting: dont forget about the player differences when you try to re-balance stuffs.
 
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@SomeGuy; @BigBossBigTeef
I've said in on the previous forum that it is a problem, that Jedi have regenerative ammo, while gunners dont: I was told I'm wrong.
I've said in on this forum that all spamable abilities, like Dash, Force Push and Pull should get a longer CD to prevent spamming: I was told I'm wrong.
IMO these are real problems. But I was ignored by the community when I brought these up, so sorry but I dont want to discuss these things atm, because I feel its just unfair to me.

Anyway, class spamming in Open mode is allowed and its known that the game isnt balanced for this. Deal with it.

I stopped reading when you said "deal with it."
That is not how balancing works, telling people to deal with it confirms there is bias and people like using their over powered toys.

I played every variation of soldier, no matter how much armor I have on him. He dies under 3 shots. The grenade spam is ridiculous but it gets negated when the entire enemy team push spams and you end up team killing more than helping.
 
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Its known that 40-60% of the players play as Jedi in a random, casual match... if you dont believe me, check it next time. Its called spamming. Let me repeat myself: all class is OP when its spammed. As I said: deal with it. 5 Clonetrooper with rifle3 shoot the sh** out from you, yet we dont call the class OP. If you want to nerf a class, because its OP when its spammed, then you're wrong. About your problem with Sold: if you cant use the grenade because the Sith are pushing it back, than either learn how to use it properly, or dont use it at all... use CCT and be faster, than other Soldiers. As I said, we're not NPCs, if you're bad with grenades, dont use them.

Edit: if you dont read what I write, than this conversation is pointless.
 
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SomeGuy

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This thread in no way is saying Push is the only unbalanced thing in the game. I'm not saying it is only unbalanced when spammed. This idea is meant to even the skill floor gap between gunner and Jedi classes, making it more equal across the board. Right now it is more of an "I win" button, but this change would allow it to keep it's strong support capabilities. Please try to keep it on topic of Push and not argue with other classes or abilities.

The facts: Push is too easy to use for offense vs how cheap it is.
 

Preston

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Its known that 40-60% of the players play as Jedi in a random, casual match... if you dont believe me, check it next time. Its called spamming. Let me repeat myself: all class is OP when its spammed. As I said: deal with it. 5 Clonetrooper with rifle3 shoot the sh** out from you, yet we dont call the class OP. If you want to nerf a class, because its OP when its spammed, then you're wrong. About your problem with Sold: if you cant use the grenade because the Sith are pushing it back, than either learn how to use it properly, or dont use it at all... use CCT and be faster, than other Soldiers. As I said, we're not NPCs, if you're bad with grenades, dont use them.
Exactly. The only reason why people think jedi is op is cause its spammed, this is cause everyone wants a lightsaber because pop culture. When you firat played and you saw a class with a lightsaber or a gun what would you pick? I know id go for the ligjtsaber. Any class is op with spam. Even more than jedi imo. Deka spam, clone spam, wook spam, sbd spam, all those easily will beat a jedi spam. Push isnt the problem, its that 10 jedi with push is. And there is no way to fix this unless you want to make jedi way under powerd leave every other class op.
 
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@SomeGuy I said it in my first post, that I like your idea, because it makes sense, especially comparing Push to Pull. I just said, that making this alone would be a simple nerf for Jedi what is unnecessary atm, and rebalancing every single anti-Jedi ability is too much work, but its not my job to decide of course. The rest of the novel about the L2P issues is just to expalin why is it unnecessary to simply nerf the Jedi/Sith classes atm, thats all.
@Preston Thank you.
 
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This thread in no way is saying Push is the only unbalanced thing in the game. I'm not saying it is only unbalanced when spammed. This idea is meant to even the skill floor gap between gunner and Jedi classes, making it more equal across the board. Right now it is more of an "I win" button, but this change would allow it to keep it's strong support capabilities. Please try to keep it on topic of Push and not argue with other classes or abilities.

The facts: Push is too easy to use for offense vs how cheap it is.

But what your missing is that it actually would not balance anything. This adjustment would not put gunners on an even playing field. It would make them way more powerful than they need to be.

Push isnt the problem, its that 10 jedi with push is.
 

Preston

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Like I seriously dont understand why people complain about this. I persoanlly use pull like 10x more than push. But its seriously just lrn2walk. The only reason why you can get lots of kills with push is because new players dont know to walk yet. Thats why you can get 5 kills or whatever per round with just push. This isnt a design flaw, this is a knowledge of the community flaw. And by community I mean new players, which make up now like half or more of the population atm
 

SomeGuy

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The only reason people spam Jedi is because of how easy it is to use out of the gate and Push 3 is the main culprit.

Start Jedi, hold block, hit push, get kill. Rather than aim at target, lead, wait for opening, reload. Skill required is not equal.
 
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But what your missing is that it actually would not balance anything. This adjustment would not put gunners on an even playing field. It would make them way more powerful than they need to be.

How is requiring you to look and aim at your targets make me more powerful?
The only way for me to kill people is to look and aim at people, what makes you so special?
Edit: if you dont read what I write, than this conversation is pointless.
Because deal with it is not an argument.
 
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How is requiring you to look and aim at your targets make me more powerful?

The only thing that keeps gunners from running up to jedi/sith is the fact that they might get pushed down. You take away that factor, gunners will just run all over jedi/sith all day...everyday. Push is the only thing that keeps gunners in check at the moment. As someone who has been playing since b18, if you take away this factor, I will straight up destroy in jedi/sith I see.
 
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The only thing that keeps gunners from running up to jedi/sith is the fact that they might get pushed down. You take away that factor, gunners will just run all over jedi/sith all day...everyday. Push is the only thing that keeps gunners in check at the moment. As someone who has been playing since b18, if you take away this factor, I will straight up destroy in jedi/sith I see.

So by making the class more skill based makes the class useless.
I see.
 
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