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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Why's the knockdown area cone inverted compared to the push back cone? Seems rather counter intuitive that pushing projectiles fans out while pushing players down with the same ability becomes more narrow. Wouldn't it make more sense to have the knockdown area cone just be a narrower version of the wider cone?
 

SomeGuy

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Why's the knockdown area cone inverted compared to the push back cone? Seems rather counter intuitive that pushing projectiles fans out while pushing players down with the same ability becomes more narrow. Wouldn't it make more sense to have the knockdown area cone just be a narrower version of the wider cone?
My idea is to make it harder to knockdown at longer ranges. Also it's a very crude image I spent like 3 minutes on. Pushing back groups and projectiles is normal, while knockdown is focused. Easier to knockdown up close that's why it's inverted.
 
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i hope some radical push nerf goes through and everyone switches to pull which is far superior for killing gunners and then we see "Pull3 balance" 10 pages 8)
 
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this sounds fine until you remember the rest of the uses for push

I took that into account. Laughing cuz its fun. Of course, my dreams of a 5 minute round of rocket tennis(with the same rocket of course) might no longer be possible unless the distance is vast enough.

Drawing contest! I like my picture better!

IqQP7OM.jpg
 

SomeGuy

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I took that into account. Laughing cuz its fun. Of course, my dreams of a 5 minute round of rocket tennis(with the same rocket of course) might no longer be possible unless the distance is vast enough.

Drawing contest! I like my picture better!

IqQP7OM.jpg
Yeah you kinda get it but the problem with that is up close gunners can just bum rush a Jedi and negate the push due how hard it is to aim that close. I think it should be easy up close and hard far away.
 
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They can bum rush away. I haz a saber.
Multiple gunners are entering your saber range.

Whats more fair? That they be knocked down only from range or from up close?
What makes more sense? That the closer they are the stronger the push - knockdown.
The other line of thought would of course be the opposite where you could argue they need time to gather the full force so any close range attempt with a rushing gunner would be haphazardly produced:)

Of course, melee force whores should be exempt from any adjustments.
Oh lord, next thing you know they're going to make more perks and have one of them extend the range:)

More alternatives:

5. The motion of your ocean - must remain still. This idea's fairly simple. It does not change range, target area, cooldowns, nay, none of those ye would be child molester.

It's simply this. A jedi/sith in motion...cannot push. And that's it. They would just need to stand still for a moment - to push. A brief pause, might well be enough to mitigate the ease of use to a little extent.

----------------
 

Preston

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There is a huge disparity with how extremely effective it is versus how cheap it is. Even a level 3 E-11 costs 21 points and has a relatively low ammo pool while Push 3 only costs 12 and is unlimited. It is just too easy. Hardly anybody uses Pull 3 and if they do, they get slaughtered if they miss. With Push they don't miss if the target is on the screen. It wouldn't even be a massive nerf. All it would do is make them play more supportive like the class is supposed to.

It doesn't even need to be this change, but there needs to be something. Increasing class points, making it a charge up, whatever. You don't even see Jedi push that much in the movies, let alone knock down everything in front of them. It's all focused.
I just had to comment again because of that statement. Pull 3 is wayyy better than push 3 if you're decent. and pull actually has a shorted cooldown and is easier to spam so.. And when you say the class is suppose to be supportive, I think Good ol ben disagrees, he said that jedi has many functions, assault being oen of them. and he personally doesnt see jedi as a support class solely.
 
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Then ol Ben best get his senile butt out here and say it himself:)

Key words to remember. If you're decent. You don't need to be decent. Or how decent do you need to be to do that other thing, wink wink, nod nod.

Only the devs, these newer ones anyway, created the narrative of Jedi being a primarily support class.
I see it too. Like when 10 of them are running at me, I see them all supporting each other and then themselves:)

I'd like a new gun. One that shoots sticky thermals. I've seen Azu's clone 3 rifle of doom. Mine's the nerfed version. :)

Or that shock cannon from the base game. That primary fire that shoots blue bolts and then that secondary that has that short range knockup and then down:)
 
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I really approve of this discussion. When I was playing before anything like this that was brought up was flamed until the thread was closed. It's good to see progression.
 

SomeGuy

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I just had to comment again because of that statement. Pull 3 is wayyy better than push 3 if you're decent. and pull actually has a shorted cooldown and is easier to spam so.. And when you say the class is suppose to be supportive, I think Good ol ben disagrees, he said that jedi has many functions, assault being oen of them. and he personally doesnt see jedi as a support class solely.
But that's the thing Preston. If they're decent. A bad Jedi can still be somewhat competent because of Push. If you make it require more aim to knockdown then they need to be a decent Jedi too, and then it will still be just as effective for them. It all needs to be an even playing field because this is a game. Sure in Star Wars canon a Jedi would be able to cut a swath through tons of enemies... but this is a game.

If you don't think Push is the problem with the skill floor gap disparity between Jedi and Gunners, then what do you think it is? Not being sarcastic.
 

LoU

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Push seems to be fine. It's easy to predict when enemy use push and it's easy to take advantage of that, because vulnerability window is pretty big one. I would rather focus on other force powers that need nerfing.
 

agentoo8

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But I've had jedi jump towards me, but slash instead. You can just never know.

That's the beauty of the game. You have a plethora of different options to choose from as most classes (nades, rockets, darts, dash, jetpack, etc) to help you escape a Jedi in melee range. Once a Jedi is in such a range, they DO have the advantage - but so they should.

Push doesn't need any adjustments. If you know how to play, push will be a non-factor most of the time. Just stop being predictable and running.
 
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What push does is it allows the Jedi to control all engagements. Considering the damage reduction when blocking it's extremely unlikely you'll kill a Jedi in a single push window. Not to mention you have to either read the push, bait a push (very risky) or just wait it out. The Jedi can then close the gap as he sees fit or force you into a corner. Or he can just leave as he wants. Even stuff like rockets and grenades are countered with push since they're very obvious when they're happening or the ridiculous quickgetup that Jedi have. Considering the two most popular maps at the moment being Deathstar and DOTF both have big areas with pits in too. Don't even need to knockdown. It gives you too much power for too little cost of either points, force cost or risk.

I really don't think needing to aim a push to knock a guy down is too much of a change to even look at. Maybe even make push 2 better at pushing back projectiles and boost the cost of push 3?
 
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I don't think push needs a huge nerf, just enough so gunners aren't caught completely off guard. Again I was thinking of a small charge up push. Problem with this is it would be too easy for gunners to counter.
 

SomeGuy

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Push seems to be fine. It's easy to predict when enemy use push and it's easy to take advantage of that, because vulnerability window is pretty big one. I would rather focus on other force powers that need nerfing.
But what other force powers actually need a nerf? Grip has the long lock on, lightning needs very close range, mind trick has a short window, and speed is burst controlled, sense does not dodge sniper shots, and pull has very short range and needs direct aim. Push is the only one that is so universally versatile. Even the fact that they get pushed away from the Jedi can be negated by hopping in the air and pushing downwards. Push is viable in all situations. Doesn't any one else see the problem with that?
 

SomeGuy

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If it only dodges headshots that kinda defeats the purpose since most snipes are headshots. And having one excluded is stupid too.... But that's for a different topic.
 
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