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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Why the hell it's your main concern? It looks like you just jealous/envy push (ostensibly) is easier to use than gunner abilities, while you should focus on does push make jedi overpowered or not.
If you care so much push doesn't require skill, please provide a replacement for push, which wouldn't break balance and wouldn't make glowsticks useless.

Why? I died numerous times this way, I've seen a lot of sith had wrong timing for push and being shot to the death during vulnerability window.

If you were pushed too far away, you won't. If you're ARC, you won't, cause you able to shoot while your back is on the floor.

... it would ruin ability to push grenades and rockets completely.

Reading this topic page by page for pretty long time, I'm still very surprised people deny to discuss class balance, concentrating on balance of one single force power instead.
Do you really think saber users are overpowered? Or do you think nerfing some class ability will not nerf the whole class? Or you have something to give in exchange? But now all I see is elation about how cool it would be if push need to be aimed, and no words about buffing sith to keep them balanced.

Or maybe you simply hate sith/jedi and want to remove them from Movie Battles, by reducing their usefulness to the ground? A cunning plan, I may admit.

Yes I want to destroy the saber class by adding knock downs on level 1 and 2 of push.
Requiring people to aim a skill for knock down to occur is not asking for the moon.

Every other class that has a skill that is a ranged weapon must be aimed to be effective.
Why is push the only exception that doesn't require people to actually pay attention to their target?

It seems more of a buff in my opinion, because you don't need to get push 3 to deal with gunners.
You just need a point of push and you can add other points into different skills making you more versatile.
 
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More like a trade-off. Requiring push to be aimed more to knockdown, but then allowing all levels of push to knockdown. I think that'd be fine. Heck, maybe have people who were just outside the knockdown aim be briefly stumbled instead of falling? Only the person / people you closely aimed at would fall, but the people who didn't fall ( but would have usually ) would do a brief stagger. Can't fire, but can try to get into a better position.

Edit: Read the updated post. Charged force powers was another idea I had too! But I also applied it to pull. For some reason, I thought that it would also screw up the super moves so I didn't bother. However I do like this version. However, fully charged push knocking down everyone it touches no matter what can be very op. Even if it takes up more FP, there will always be another Jedi/Sith or gunner near by to do damage upon those people, you would need a wind-up for it and possibly take more FP damage during the charge.
 
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Luckily I still have one of the last versions of mb3 on my pc.

They definitely have a charged push and a charged pull. . Push itself has a far narrower cone than in mb2. Tapping it knocks down only around crosshair area. Same for pull. The cone widens overall when you hold it down to charge.

With pull you can pull down multiples when you charge it:)

Now if only they had even bothered to fix the horrible collisions. Every time you pull somebody in close to you and they hit u - sends you flying all around the map:)
 

Puppytine

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Clone Blob - unlike push you actually have to aim it. And you have a limited amount. And its not necessarily a guaranteed kill as you don't shoot sabers.
Solution - NO COOLDOWN FOR BLOB.
Are you insane?! Blobs should be nerfed, not buffed. It's the most overpowered feature in mb now, really annoying!
Grip - a largely inferior and useless ability when compared to push or pull. Don't think hard. Push can stun/knockdown multiple opponents. Has only a brief moment of vulnerability and only costs 20 force. Pull focuses on only one opponent but draws them closer to you and even has a chance of disarming them. Also costs a pathetic pittance to use with an even smaller window of vulnerability.
Yeah, Grip should be improved, I said about that few times already on these forums. Currently it's almost useless.
Yes I want to destroy the saber class by adding knock downs on level 1 and 2 of push.
Well, at least you proposed something to buff. But I don't think this exchange is fair, since push affecting multiple targets is very important for support. If we wouldn't have it in future, it could cause huge negative impact on balancing.
So I think jedi need more gold bigger improvments. :)
Every other class that has a skill that is a ranged weapon must be aimed to be effective.
Why is push the only exception that doesn't require people to actually pay attention to their target?
But push doesn't hp damage, while your pistols and rifles do. Actually, saber users can't drain hp on range (with exception of lightning), and gunners can do it in various ways.
And flamethrower of mandos, rockets, grenades aren't about aiming, too.
 
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Why the hell it's your main concern? It looks like you just jealous/envy push (ostensibly) is easier to use than gunner abilities, while you should focus on does push make jedi overpowered or not.
If you care so much push doesn't require skill, please provide a replacement for push, which wouldn't break balance and wouldn't make glowsticks useless.
If you had taken the time to read the thread, I've posted several alternatives and commented on others. Also yes, it's my main concern. Why would I be envious of it? It's not like the class is locked off to me. And whether it makes Jedi overpowered or not is a difficult question and I say no, it doesn't make them overpowered, it makes them too easy. There's a differrence between the two. A thermal detonator is easy, but is single use and is dangerous to yourself and your team. Push is easy, has some danger to yourself and less to your team, is infinitely reusable. A thermal detonator is balanced.
Why? I died numerous times this way, I've seen a lot of sith had wrong timing for push and being shot to the death during vulnerability window.
If you were pushed too far away, you won't. If you're ARC, you won't, cause you able to shoot while your back is on the floor.
Yeah I've died to this many times I've also killed Jedi and Sith in push many, many times. Thing is if I get pushed, there's not much I can do about it. A jedi or Sith can still move, dodge, jump, strafe, minimising that window's effectiveness. As a gunner it depends on what I've got but it's still a lot more dangerous for the gunner to get pushed than the jedi or sith to do the pushing.
... it would ruin ability to push grenades and rockets completely.
As has been states so many times over. It will not affect rockets as the charge or cone or whichever idea will only exist to cause knockdown, there will still be an instant push specifically for grenades and rockets.
Reading this topic page by page for pretty long time, I'm still very surprised people deny to discuss class balance, concentrating on balance of one single force power instead.
Do you really think saber users are overpowered? Or do you think nerfing some class ability will not nerf the whole class? Or you have something to give in exchange? But now all I see is elation about how cool it would be if push need to be aimed, and no words about buffing sith to keep them balanced.
Yes, there has been words to buff them, adding knockdown to lower levels, making pushes better vs projectiles, reducing cost, adding a damage to push.
Or maybe you simply hate sith/jedi and want to remove them from Movie Battles, by reducing their usefulness to the ground? A cunning plan, I may admit.
And finally, maybe you don't want them changed because you're too afraid push might remove a crutch.
 
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But push doesn't hp damage, while your pistols and rifles do. Actually, saber users can't drain hp on range (with exception of lightning), and gunners can do it in various ways.
And flamethrower of mandos, rockets, grenades aren't about aiming, too.

Yes it does, if the person is slammed into the wall they take damage.
Push physically moves sombody to a spot they don't want to be.
You can be crouched and still be pushed over a ledge or into hurt box environment.
 

Puppytine

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no, it doesn't make them overpowered
Wow! So don't you think nerfing push would make jedi underpowered? We have to be very careful balancing something that already balanced.
Balance > easy
As a gunner it depends on what I've got but it's still a lot more dangerous for the gunner to get pushed than the jedi or sith to do the pushing.
But if we have a look at the whole picture, gunner and saber owner (if their skills are equal) have a similar chances to win 1 vs 1.
As has been states so many times over. It will not affect rockets as the charge or cone or whichever idea will only exist to cause knockdown, there will still be an instant push specifically for grenades and rockets.
You mean there will be two pushes, one after another? That's nonsense, it's not intuitive and very weird.
adding knockdown to lower levels, making pushes better vs projectiles, reducing cost
Not enough.
adding a damage to push.
Could be enough, but it depends on how much damage it would do, cost and other circumstances.
Also that could completely change game patterns... very big change.
And finally, maybe you don't want them changed because you're too afraid push might remove a crutch.
Afraid? Hell yeah I'm afraid! I'm afraid jedi/sith would take damage again, yet another attempt to take them out.
It already happened twice at least, deflect nerfed and grip too.
I don't wanna that happens anymore. :(
Yes it does, if the person is slammed into the wall they take damage.
Well it's kinda exception, not often gunners slammed into the wall.
But anyway, I think actually if gunner already has his back against the wall, he shouldn't be knocked down, he should take hp damage only. It would be more logical.
 

SomeGuy

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Hey did you read the OP after it was edited? I addressed some of your concerns in what you're arguing. But seriously though, none of this is even guaranteed to be implemented. Just discussing how to improve the game. Some people may think that an idea is great but a fresh set of eyes can see some issue the other overlooked. What idea would you have to make Push less of the crutch some people use it as, less of the main center of Jedi, but still retain it's effectiveness? Jedi have a lot to bring to the table and it's definitely more than just Push. Also I agree Grip has been nerfed too much. It is basically just a lock on stun now. Anyway, though this is about Push.
 
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Wow! So don't you think nerfing push would make jedi underpowered? We have to be very careful balancing something that already balanced.
Balance > easy

I disagree.

But if we have a look at the whole picture, gunner and saber owner (if their skills are equal) have a similar chances to win 1 vs 1.

Depends on what the gunner class is and how their points are set up. ARC with PLX or a Soldier without a grenade are in serious trouble.


Y
ou mean there will be two pushes, one after another? That's nonsense, it's not intuitive and very weird.

In the smaller arc concept there will be no change to affecting projectiles just people getting knocked over will need to be closer to the middle of the arc, this is still my preferred change since it's not too invasive and can be adjusted for balance easily. Then there's another idea with a charge, tap it and it'll just push projectiles, charge it and it'll still push projeciles, but will knock dudes down too. Had you read the thread you'd get that. It's been stated many times.

Not enough.

Could be enough, but it depends on how much damage it would do, cost and other circumstances.
Also that could completely change game patterns... very big change.

Well suggest more things! We're not going to stop talking about it so try and contribute.

Afraid? Hell yeah I'm afraid! I'm afraid jedi/sith would take damage again, yet another attempt to take them out.
It already happened twice at least, deflect nerfed and grip too.
I don't wanna that happens anymore. :(

To be fair, grip is only useful in 1v1 situations where it's basically a win button but in most others it's pretty crap. I do however like the new deflect, still effective but takes skill to use rather than the old passive deflect which was too easy.
 
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I only seen grip used for team killing or trolling, I have no idea how to even fix that skill besides not being able to teamkill with it. Add damage too it? Seeing as its a bitch to land on moving people.

The moment somebody tries to use it, you know instantly and can let go of the shift button.

Well it's kinda exception, not often gunners slammed into the wall.
But anyway, I think actually if gunner already has his back against the wall, he shouldn't be knocked down, he should take hp damage only. It would be more logical.

Yes that would make sense but unfortunately the game still knocks you down even with your back against the wall.
 
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Phelps

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Push has been the same for ages, and the game has been great for ages....trying to fix what ain't broken is a recipe for disaster if you keep doing it.
There's a reason why you see push more now...
Pull was nerfed to oblivion and sense doesn't even work past doors now.

I have shared a lot. Even my cone of KB area. But this still sums this thread up for me.
 

Phelps

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But with that attitude development would've stopped at B17. Cos it was fine.

What sort of argument is this? If something wasn't broken since b17, why wouldn't you stop developing it? :)
You build up ideas around the perfect thing. Like get ups, or rolls (Hero). There is no need to change Push in my opinion.

I just don't see anything wrong with current Push, that's just it Ouj. I gave some ideas, now I'm leaving, because I got nothing else/new to say.
The thing is, I will adapt to tweaks - it's something Vitez really pointed out well. Most of us "moaners" will adapt and we shall see another thread like this in the future by those, who will still hate Push and saberists.

I will keep tabs on thread, but other than answering to you (because I asked some questions, which you will probably answer), I'm done here.

Thank you and SomeGuy for giving a nod to my cone.

The thing is none of that can be taken away from push. But, it could be allocated elsewhere within the ability.

I nod to this.
 
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Supa

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If push has a problem, that problem is that it's too simple an ability. You protect your team from Jedi/Sith, explosives and provide yourself and your teammates with effective crowd control, all with the push of a single button. No other single ability in the game provide such diverse amounts of utility.

The thing is none of that can be taken away from push. But, it could be allocated elsewhere within the ability.
 

SomeGuy

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If push has a problem, that problem is that it's too simple an ability. You protect your team from Jedi/Sith, explosives and provide yourself and your teammates with effective crowd control, all with the push of a single button. No other single ability in the game provide such diverse amounts of utility.

The thing is none of that can be taken away from push. But, it could be allocated elsewhere within the ability.
This. ^^^^^^ This. This is the whole purpose of the thread here. Even out the ability without actually nerfing it or overpowering it. That's not really an easy thing to do.
 
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What sort of argument is this? If something wasn't broken since b17, why wouldn't you stop developing it? :)
You build up ideas around the perfect thing. Like get ups, or rolls (Hero). There is no need to change Push in my opinion.

It basically means because it seems OK now doesn't mean we can't make it better. The B17 referral was that was seen as the golden age of MB2 and it could've been left the same was because it didn't need changing. It was changed and now we have a better game.
 
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