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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...people are still falling (excuse the pun) for Push 3?
This has been debated into the dust for years. All you have to do is stop running, don't fall for the typical jedi tactic which is to jump towards you and then push you as they land. Literally a good gunner will - 9 times out of 10 - never fall for push.
But I've had jedi jump towards me, but slash instead. You can just never know.
 
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Yeah they walk. Not stop, and wait till he pushes and thencrape the jedi. Its so easy to counter
No it isen't.

Agian, not everyone has played 10 years where they can see a jedi in slow motion and know when to stop moving or to snipe the hand wave.

I press F, they stop moving.
No skill at all.
 
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Ultimately, the battle is a mind game where the jedi has the advantage.

I've had this one jedi run right up in my face, without slicing, wait for me to run, then push. There we also times where he would run right up to me, not push, just slice. How am I supposed to know? I was firing the e-11 IDR too, and he still won.
 
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Because your biased and don't play anything else.
You say you play hero but you play hero on one map, on a server your clan owns.

Where everyone else play on servers where maps rotate.

Lol are you serious bro? Preston has played almost every class and played jedi and hero. This is a bad argument.
 

Preston

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No it isen't.

Agian, not everyone has played 15 years where they can see a jedi in slow motion and know when to stop moving or to snipe the hand wave.
Yes it is.. ive told you, you litteraly just aim for his face and wait for him to push
 
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Lol are you serious bro? Preston has played almost every class and played jedi and hero. This is a bad argument.
Yes I am seroius, he told me in person he plays jedi on maps not dotf, and hero on dotf. Thats the only classes he plays and he told me this in person.
Its a perfect argument because I actually got to know him.

Yes it is.. ive told you, you litteraly just aim for his face and wait for him to push
Oh you mean that 0.05 animation frame that nobody else can see unless they played forever?
 
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Yes I am seroius, he told me in person he plays jedi on maps not dotf, and hero on dotf. Thats the only classes he plays and he told me this in person.
Its a perfect argument because I actually got to know him.


Oh you mean that 0.05 animation frame that nobody else can see unless they played forever?

"You main hero so your bias have no opinion on any other class." Get outta here with that high school bullshit. Bring real arguments to the table.
 
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"You main hero so your bias have no opinion on any other class." Get outta here with that high school bullshit. Bring real arguments to the table.
Oh sorry.
"Deal with it."

I should of known better.

If you exclusively play one class forever, you will be biased I don't care who you are even if its unintentional. There are problems, ignoring the problem and saying everything is fine and repeating yourself over and over is not an argument, and it never will be.

Jedi/sith need a delicate comb over to determine how to fix class without destroying its worth. And I think adjusting the push skill is a nice start.
 
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Preston

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Yes I am seroius, he told me in person he plays jedi on maps not dotf, and hero on dotf. Thats the only classes he plays and he told me this in person.
Its a perfect argument because I actually got to know him.


Oh you mean that 0.05 animation frame?
I play in cycles. Right now im practicing jedi because windshaft made fun of me and said I cant play jedi :( During the summer I played like nothing but t21 et and clone with blobs. Now im starting to get away from hero and practicing with mando. I play a class till I get good enough with it then move onto the next.
 
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I'm done with this thread. We are going in circles and people are starting to turn into children. Back to mb2.
 

Supa

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I play in cycles. Right now im practicing jedi because windshaft made fun of me and said I cant play jedi :( During the summer I played like nothing but t21 et and clone with blobs. Now im starting to get away from hero and practicing with mando. I play a class till I get good enough with it then move onto the next.
Don't listen to Windshaft. I suck at Jedi too, although I also refuse to play it. If someone who has played a grand total of 30 minutes of Jedi since they started playing again can do as well as I was then something is busted.
 

Preston

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Don't listen to Windshaft. I suck at Jedi too, although I also refuse to play it. If someone who has played a grand total of 30 minutes of Jedi since they started playing again can do as well as I was then something is busted.
I was semi joking about wind, but anyways. of course its easy to go back to jedi and still do good. Once you learn jedi you dont really forget or lose the skills of open mode. dueling is different but that another topic. Its different with going back to gunner because you can lose your reflexes and aiming with gunner. Jedi is about mobility and such. Totally different things. And also it doesnt hurt having lots of newbs join for ez kills as a jedi.
 

SomeGuy

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I was semi joking about wind, but anyways. of course its easy to go back to jedi and still do good. Once you learn jedi you dont really forget or lose the skills of open mode. dueling is different but that another topic. Its different with going back to gunner because you can lose your reflexes and aiming with gunner. Jedi is about mobility and such. Totally different things. And also it doesnt hurt having lots of newbs join for ez kills as a jedi.
Yes, exactly, it's about mobility. But that's why it's too easy for head on assault Jedi who can just Push 3 to victory. So nobody plays it as support or as a team. They just push and get kills. No team work.
 

Preston

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Yes, exactly, it's about mobility. But that's why it's too easy for head on assault Jedi who can just Push 3 to victory. So nobody plays it as support or as a team. They just push and get kills. No team work.
push 3 to victory? the only victory push 3 will get you is killing noobs. The only time I use push is when pushing nades or pushing a sith or jedi with low fp. 90% of the time ill use pull. If you are honestly getting pushed over by a jedi its just a learn2walk type of deal.
 

Supa

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push 3 to victory? the only victory push 3 will get you is killing noobs. The only time I use push is when pushing nades or pushing a sith or jedi with low fp. 90% of the time ill use pull. If you are honestly getting pushed over by a jedi its just a learn2walk type of deal.
At the moment I think it's more about Jedi balance than force power balance. I constantly have average Jedi run at me and swing at me, where I'm expecting them to push or something, so then a good Jedi does the same thing but fools me into dodging the "swing".
 

SomeGuy

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push 3 to victory? the only victory push 3 will get you is killing noobs. The only time I use push is when pushing nades or pushing a sith or jedi with low fp. 90% of the time ill use pull. If you are honestly getting pushed over by a jedi its just a learn2walk type of deal.
The argument isn't about you, or other people. It is about the ease of use, versatility, and effectiveness of push for how cheap of an ability it is. The SKILL FLOOR, the amount of skill required, to start Jedi is much lower than Gunner. Others have posted the problem and it is mainly that when they see a Jedi all Gunners walk automatically. Because it is such a universal power for most force users. Which is BAD. We need more teamwork and variety. It isn't about 1 gunner vs 5 Jedi or 5 gunners vs 1 Jedi. The skill will always come out on top. But Jedi takes LESS of it to be effective than Gunning and the main culprit is Push 3.
 
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Did you know theres no way to tell if say, a bounty hunter has poison? Or mando has flames or a rocket? Or a sith has choke or lightning? Or a hero wth dash or heal? How bout a commander with dodge? And a clone with blobs? Or a wookie with fury? Saying theres no way to know if a jedi has push is just a stupid argument. Especially when 90% of players who use jedi have push.
Difference here is how easy Push is to utilize compared to any of the abilities you listed. 90% of the players who are jedi/sith do indeed use Push, but you are forced on the defensive even against the 10% who don't simply because of lack of information, and that's where the fault lies.

For fun, here's my thoughts on the other abilities you listed:

Flamethrower is indeed easy to use, but a lot riskier as it hampers your movement and forces you to get close. Jedi/Sith have to be close regardless unless they're D3, their ability is instant and they keep their full mobility during the execution.

Arm-laser requires pin-point accuracy, not to mention you have to deal with that pesky delay from the click to the actual execution of the laser being fired. Honestly I don't see a reason to pick this over Flamethrower, but that's just me.

Poison darts again require pin-point accuracy, but I will say that it shouldn't really be hit-scan for how powerful it is. It's not really viable to use it on long range however as people will just meditate the toxins away, which makes it a close-quarters weapon where you are almost at equal risk of being murdered for using it... It does root you for a split second after all, which is all some people really need.

Wookie with Fury is seriously telegraphed and audio-mapped. You know when a wookie goes into fury and can act accordingly in due time before they
rush you, with Push you can't. Granted, I am terrified of Wooks, those things can tank ALL THE SHOTS, merely wounding one is what I consider an achievement.

Dash and Heal are both stupid abilities that shouldn't even be in the game as far as I am concerned, same with Dodge. Not going to bother explaining things here, I am heavily biased against these abilities, I don't like them.

Blobs is probably the one I am least bothered by, somebody downs me with a blob they deserve to have me dead as it's both a projectile and requires accuracy. Effort has to be made with Blobs, although some make it seem easy.

At the end of the day these are just opinion-pieces of each one, however in terms of balance I feel they are all far more fair than Push.
 
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