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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Read it, didn't get it:) Someone should post a recap of Someguys position on 1 on 1s but really cherry picking this and that is hardly the way to go about things.

Plus you messed up with ur backs and downs.

This overall focus on 1 on 1 scenarios seems counter intuitive. Taking only half the equation.
Not a nerf at all to an experienced player. Which ur saying, I'm saying, whatever he's saying.

But it does require some aim. So really, what's the issue?

You don't like that its mostly about CC? And maybe gives experienced gunners a bigger window to dance around push without having to walk:0

-------------------------------

Let's break it down!

Aim to Push vs Aimless Pushers!

Vote 1 for the former. 2 for the latter.

Voting 1 means you agree with the Op.
Voting 2 means you like that Aimless Push.

Shameful. :(
 
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can you take like 5 seconds to actually read my post if you're responding to it, so my points dont get misconstrued?

proposed nerfs are a nerf to support jedi, someguy is complaining about 1v1s being too difficult for the gunner, its not a bad thing for push to be simple because that doesn't have to be where the difficulty of the class originates
 

Preston

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I don't consider it much of a real nerf due to player behavior.
You see someone running. What do you do?
Turn to look at them and push.
We're already doing it.

The only nerf is to the peripherals. And I'd argue you shouldnt benefit from not targeting them. And people do walk. Shocking I know.

Removing the potential to benefit from shotgun push. Scary. Just think about all those noobs that you'll have to take an extra moment to slaughter.

It's funny, its mostly noobs that get knocked down:) So the narrative that is regurgitated.
So really, other than making jedi earn what they reap and benefit from, what does this do but make the game less abusive towards noobs?
They're already the equivalent of free kills. It's actually sick. I mean, what kind of person justifies such a Genocide!
Is there no shame left in this world? But hey, their noobs. Let's just shit all over them. Again and again.
I find this mindset disturbing and revolting. Really, some people here. Need to be put behind bars.
They are not well. Noobs are people too!

Like I said. Gluttonous pigs who enjoy the extra fat they've greased down.

If the only people that this would effect are noobs why the steel grip locking any turns to change?
Because its bull.

The argument to me is - should you be able to knock down anyone and everyone, regardless of intent or aim?
Do the rewards justify such minimal effort or risk?
I think not.

Sometimes, it's time for a change. To try something new! To experiment!!
It's shocking how repressed some people become, even when recent events have shown us, that its less about what's a good or bad idea and more about whose willing to do it.

So rather than argue the merits of changing it or not, whether its balanced or can be tweaked, everyone for a chance should focus on finding those few devs willing to listen and use their time to code such things:) Because really, that's all it boils down to. If they feel like it, they feel like it.

I don't think there's many *tasks* that are obligated. Damn volunteers. This is why you hire foreign workers. Hire six for the salary of one.
No, that's not racist. It's actual truth. American Coder hired 3 Chinese coders to do his job while paying them a 1/4th of his salary...for their work to be his work. Living the dream:)


If it's not a problem, why argue against it:)
Eyes closed remember. On anyone but new?
I guess it's time to start taking demos pushing down old folks?:)

Just don't post it on youtube or to the cops.
Exaggerations should be left to those with more imagination.

Fight the Change!
Its not a problem, except for new players wont be as effective, so why change it? If noobs are killing noobs what is the big deal? push is fine and theres no reason for a nerf to it
 
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Just one on one? Seems thats just one peel of the onion you're focusing on. I take it all into account! And he can speak for himself to clarify so why argue with me or anyone when, eh, whatever.

It seems to me you've misunderstood it anway. Or forgot one important thing.

The argument in general was ease.
Not for experienced players....as these changes would be mostly non-consequential to them.

You're conflating ease with experienced to make your argument that the change would be useless.
It doesn't target skill.

It targets easy mode/It creates the need for it.

Adjust. Or wait for guysome to explain.

My arguments are for cc tweak and ease of use. You're claim is his 1 on 1. Bah, enough. I gtg.:):)



Its not a problem, except for new players wont be as effective, so why change it? If noobs are killing noobs what is the big deal? push is fine and theres no reason for a nerf to it
Beg to differ. This screams to me. Feed me more Noobs. I'm still hungry!

Do ye speak for noobs? Nope.
But I do! Because I said so and their biggest gripe is being pushed down. Just like their number one favorite tool is to push:)

Let's stop keeping the noobs down and instead of constantly knocking them done, give them a hand up instead.
This means: Requiring them to think and learn. Also, some leeway for being noobs. It takes it from multiple directions and all for a better, more wholesome experience.

And again. The real argument is Ease of the Reward for so Little the Risk.


Really, this is just gluttony.
 

Supa

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It's common knowledge that when I consider balance, one-on-one average skill level is the standard. Push I put into a separate category because it's support first and offensive skill second. In fact, I've thought about all of the neutral force powers that way, even deflect.
 
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I actually think I understand where @SomeGuy is coming from to some degree. But there are other classes where certain abilities are a "crutch" too surely?Most clones choose blobs and multiple lives over using the minigun and most heroes use dash.

I am obviously the type of person who uses push three, my reason for this - directing rockets back at the other team accurately.
Another reason is that I don't think grip or lightning are as useful as push (this point probably helps your case).
 
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It's common knowledge that when I consider balance, one-on-one average skill level is the standard. Push I put into a separate category because it's support first and offensive skill second. In fact, I've thought about all of the neutral force powers that way, even deflect.
ehh

i feel like if you nerf push you're basically saying "competitive mb2 no longer exists"
 

Preston

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Just one on one? Seems thats just one peel of the onion you're focusing on. I take it all into account! And he can speak for himself to clarify so why argue with me or anyone when, eh, whatever.

It seems to me you've misunderstood it anway. Or forgot one important thing.

The argument in general was ease.
Not for experienced players....as these changes would be mostly non-consequential to them.

You're conflating ease with experienced to make your argument that the change would be useless.
It doesn't target skill.

It targets easy mode/It creates the need for it.

Adjust. Or wait for guysome to explain.

My arguments are for cc tweak and ease of use. You're claim is his 1 on 1. Bah, enough. I gtg.:):)




Beg to differ. This screams to me. Feed me more Noobs. I'm still hungry!

Do ye speak for noobs? Nope.
But I do! Because I said so and their biggest gripe is being pushed down. Just like their number one favorite tool is to push:)

Let's stop keeping the noobs down and instead of constantly knocking them done, give them a hand up instead.
This means: Requiring them to think and learn. Also, some leeway for being noobs. It takes it from multiple directions and all for a better, more wholesome experience.

And again. The real argument is Ease of the Reward for so Little the Risk.


Really, this is just gluttony.
Theres alot if risk when you miss a push
 

Supa

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I actually think I understand where @SomeGuy is coming from to some degree. But there are other classes where certain abilities are a "crutch" too surely?Most clones choose blobs and multiple lives over using the minigun and most heroes use dash.
Depends on how strong stamina can be before it becomes too strong. Clone is it's own problem, since the class only has so many abilities. It has clone rifle, reinforcements, stamina and the two different kinds of blobs. And stamina and blobs don't really synergize well together.
ehh

i feel like if you nerf push you're basically saying "competitive mb2 no longer exists"
Meh, nothing that has been said here really effects the killing potential and utility push can provide. They're more compromises than anything else.
 
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Depends on how strong stamina can be before it becomes too strong.

Meh, nothing that has been said here really effects the killing potential and utility push can provide. They're more compromises than anything else.
you don't think nerfing the cone affects the utility? obviously the 1v1 potential is essentially not touched, but the skill requirement of a jedi trying to support a gunner teammate is going to be ridiculously high with a push cone nerf

how long until we see pairs of gunners learn to effectively space such that at least one can ALWAYS be running because of the cone nerf?
 

Supa

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you don't think nerfing the cone affects the utility? obviously the 1v1 potential is essentially not touched, but the skill requirement of a jedi trying to support a gunner teammate is going to be ridiculously high with a push cone nerf

how long until we see pairs of gunners learn to effectively space such that at least one can ALWAYS be running because of the cone nerf?
They already should be spacing themselves effectively. I love it when teammates run near me and I get knocked down when they get pushed. But essentially yes, I believe that having two different cones won't affect the utility as much as people think it will. It will affect it, but 2 gunners against a Jedi and gunner is a skill match-up. The extra utility either will or won't help you, regardless of what gets changed.

Jedi/Sith vs gunner as a whole has it's own problems though. Gotta figure out that little problem first, then see if push is still a problem.
 
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They already should be spacing themselves effectively. I love it when teammates run near me and I get knocked down when they get pushed. But essentially yes, I believe that having two different cones won't affect the utility as much as people think it will. It will affect it, but 2 gunners against a Jedi and gunner is a skill match-up. The extra utility either will or won't help you, regardless of what gets changed.

Jedi/Sith vs gunner as a whole has it's own problems though. Gotta figure out that little problem first, then see if push is still a problem.
yes, they should be spacing themselves effectively already, but what is important is how that will be relevant after a change and the subsequent adaptation to that. jedi are going to get more and more limited to being support because they will be unable to handle multiple opponents even when they are better than them, and then their support role is nerfed too..

to be honest i haven't seen any substantial arguments as to why push needs to be nerfed, most of the argument seem to be "well if push is nerfed it wont be that bad" or something along those lines

have we really begun to notice push is too strong? or is this more of "well personally i feel.."
 

Supa

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The problem is Jedi and Sith being too strong in up-front one-on-one confrontations, as I've said many times before. :p Speaking on a personal note though, push is a boring and bland ability, that's my reason for wanting to change it.

It nulls a lot of the dynamic gameplay we've been trying to promote. Hard to run forward when a push will catch you wherever you go. Hard to throw a grenade when it'll just get pushed across the entire map.
 
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The problem is Jedi and Sith being too strong in up-front one-on-one confrontations, as I've said many times before. :p Speaking on a personal note though, push is a boring and bland ability, that's my reason for wanting to change it.
a-aren't you a vet

you can't possibly think mandalorians/hero/bh/sbd/wook/clone aren't favored 1v1 against jedi, with ET/sold being just about even while having respawns

i'd have to say arc is the only one in a bad spot, and thats due to direct dev changes and bugs (like the inability to use acrobatics at times)
 

Supa

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Could be lag, but I've had a hard time fighting Jedi/Sith for quite some time. Shooting at a moving Jedi/Sith is more about guessing where they're going to be and leading the shots a mile ahead and hoping they hit.
 
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Could be lag, but I've had a hard time fighting Jedi/Sith for quite some time. Shooting at a moving Jedi/Sith is more about guessing where they're going to be and leading the shots a mile ahead and hoping they hit.

that should really only account for a smaller part of the fight, considering the real fight is within IDR where a number of guns cut the encounter down to a maximum of like 5 seconds off pure drain capability even with lower accuracy

edit: tbh, a lot of that feeling coming from people is due to the removal of the old knockback which skewed fights even further away from jedi and made it much more managable. the game is now more about actually getting the fp low before it gets to that point
 

Preston

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Could be lag, but I've had a hard time fighting Jedi/Sith for quite some time. Shooting at a moving Jedi/Sith is more about guessing where they're going to be and leading the shots a mile ahead and hoping they hit.
Ive had a pretty easy time fighting jedi as a gunner, especially as hero, bh and clone and et with a t21.
And I know your aim is good, so maybe it is lag. But who knows
 
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Dude, do you even play open mode???? Because I'm doubting it right now
This game is team based, most what was described in this thread is not a balance issue, but an I'm outnumbered and salty i got wrecked on the server issue.
You can't argue about 1v1 this game has NEVER been about that.
I agree this post should have died ages ago, its become a war between people who hate Jedi and people who hate Gunners who can't hold shift. And both sides sound like dumbasses
Lock this thread.
 
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The anti faction has resorted to asking a developer if he even plays the game for not taking their side.
That internal alarm people keep getting mad at me about, yeah its going off again.
 
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