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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Didn't really see that question, so wasn't particularly ignoring it. It feels more catered to Jedi because of how easy it is to play and win as one compared to before. Like Chaos said they have no real threats.
bruh

cortosis sbd is a literal 10-0 unwinnable matchup at equal skill

you literally have to combo the sbd or the damage reduction kicks back up to 80%
 

SomeGuy

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Please explain how its easier than before? I must know this. because the only thing that wasn't the average riddles was that nades use to be extremely broken back in the day. That's it

All you have to do is run around and hop to dodge shots while closing the gap, if they move you Push and win, if they don't you just slash during fully automatic fire and get a kill while only taking 1 or 2 hits for minimal damage. Addition of saber perks and removal of knockback on hits make it severely tipped towards the Jedi. I figured these things would likely not change, so I sought after a Push change. Chaos said a lot of it in his posts, guess you just didn't catch what he was saying.
bruh

cortosis sbd is a literal 10-0 unwinnable matchup at equal skill

you literally have to combo the sbd or the damage reduction kicks back up to 80%
And it's immensely easy to kill one by just crouching and swinging left and right for fast combos because of the block effect cortosis does. It makes those combo swings go really fast. That also applies to a wookiee, except they die in less swings. The only bonus Cortosis gives is for those single attack swings at saber tip range.
 

Preston

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All you have to do is run around and hop to dodge shots while closing the gap, if they move you Push and win, if they don't you just slash during fully automatic fire and get a kill while only taking 1 or 2 hits for minimal damage. Addition of saber perks and removal of knockback on hits make it severely tipped towards the Jedi. I figured these things would likely not change, so I sought after a Push change. Chaos said a lot of it in his posts, guess you just didn't catch what he was saying.

And it's immensely easy to kill one by just crouching and swinging left and right for fast combos because of the block effect cortosis does. It makes those combo swings go really fast. That also applies to a wookiee, except they die in less swings. The only bonus Cortosis gives is for those single attack swings at saber tip range.
Ohhh so its the perks that makes jedi op in your eyes correct? Because push has always been the same, and the knockback has been like this for I dont even know how long.
Oh amd btw, pretty sure that open mod perks are getting nerfed a decent amount.
So yay you should be happy and think that jedi is balanced if they foxed perks right?
 

SomeGuy

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So yay you should be happy and think that jedi is balanced if they foxed perks right?
So you don't really read the things I post... I said I'll support what ever the devs choose to do as long as it balances it out. In my view the problem is with Push, in their eyes it could be something different. If you would read and understand what people say this would have been a hell of a lot shorter. Funnily enough, Chaos completely understands what I'm saying and where I'm coming from.
 

Preston

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So you don't really read the things I post... I said I'll support what ever the devs choose to do as long as it balances it out. In my view the problem is with Push, in their eyes it could be something different. If you would read and understand what people say this would have been a hell of a lot shorter. Funnily enough, Chaos completely understands what I'm saying and where I'm coming from.
Sadly I do, but anyways. If you would read what like 3 quarters of the people are saying here maybe you would see where were coming from.
But I do have a legit question for you. Do you think a jedi with yellow on open mode and push 3 is still op?
 

SomeGuy

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Sadly I do, but anyways. If you would read what like 3 quarters of the people are saying here maybe you would see where were coming from.
But I do have a legit question for you. Do you think a jedi with yellow on open mode and push 3 is still op?
Any regular Jedi build (what I mean by this is not force only or lulz builds) has the advantage and will win more than not in an equal skill engagement. I don't think it is OP, just imbalanced. Style perks make it worse, but even without them it would be off kilter. In my eyes if Push were changed it would affect the balance to a greater extent than having to change numerous other things slightly.
 

Preston

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Any regular Jedi build (what I mean by this is not force only or lulz builds) has the advantage and will win more than not in an equal skill engagement. I don't think it is OP, just imbalanced. Style perks make it worse, but even without them it would be off kilter. In my eyes if Push were changed it would affect the balance to a greater extent than having to change numerous other things slightly.
Ya you are right, it would change the the balance, by making average jedi vs averagera gunner very unbalanced in the gunners favor. And actually me and others still disagree and would say the opposite, that gunners have the advantage.

And just so were clear, you do think a jedi with yellow and push 3 is unbalanced in the jedis favor right?
 

SomeGuy

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Ya you are right, it would change the the balance, by making average jedi vs averagera gunner very unbalanced in the gunners favor. And actually me and others still disagree and would say the opposite, that gunners have the advantage.

And just so were clear, you do think a jedi with yellow and push 3 is unbalanced in the jedis favor right?
Yes it is in the Jedi's favor. Not only do I think that is the case but it happens to be true by simply witnessing the regular public gameplay. The absolute only thing changing a knockdown area to be smaller would do is even the playing field, not push it in the gunner's favor. He could have that tiny amount more of leeway to dodge a saber swing by being able to run for a couple seconds more. Of course if the Jedi's aim is on target he will be able to win, just like the shooter needs to be. All it does is take away the instant "I win" button to be an "I deserve it" button. Using Push is like exactly the opposite of say a good sniper. The sniper needs to make quick aiming decisions taking into account player movement and even angle of attack on Jedi along with range and distance. The Jedi has to tap a single button. Everybody knows a good sniper will dominate the scoreboard but that isn't because of some easy peasy lean-to ability, it is because he's good. Why shouldn't those force users have to be good, too? Why does it need to be held out on a silver platter?
 

Preston

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Yes it is in the Jedi's favor. Not only do I think that is the case but it happens to be true by simply witnessing the regular public gameplay. The absolute only thing changing a knockdown area to be smaller would do is even the playing field, not push it in the gunner's favor. He could have that tiny amount more of leeway to dodge a saber swing by being able to run for a couple seconds more. Of course if the Jedi's aim is on target he will be able to win, just like the shooter needs to be. All it does is take away the instant "I win" button to be an "I deserve it" button. Using Push is like exactly the opposite of say a good sniper. The sniper needs to make quick aiming decisions taking into account player movement and even angle of attack on Jedi along with range and distance. The Jedi has to tap a single button. Everybody knows a good sniper will dominate the scoreboard but that isn't because of some easy peasy lean-to ability, it is because he's good. Why shouldn't those force users have to be good, too? Why does it need to be held out on a silver platter?
Comparing a proj to push3 is kinda silly, i mean push does have a range and can be counterd very easily.. but whatever.

And why are jedi vs gunner in the jedis
favor atm? Hmmm like Ive already said. Because of a mix of the steam sale and tfa. There are more new players at once than ever before. So ofcourse a decent jedi will destroy these new players, because they dont know how to walk. Again, this isnt a balance problem, but is a player problem. Jedi are not at a higher advantage at any skill level. Except for maybe very new players, and average bad players. Other than that the gunner is at the advantage at almost any part of any map. With the one exception of when a jedi is hiding behind either a door, or a corner, when the gunner has no idea the jedi is there. That is it.
 

SomeGuy

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Comparing a proj to push3 is kinda silly, i mean push does have a range and can be counterd very easily.. but whatever.

And why are jedi vs gunner in the jedis
favor atm? Hmmm like Ive already said. Because of a mix of the steam sale and tfa. There are more new players at once than ever before. So ofcourse a decent jedi will destroy these new players, because they dont know how to walk. Again, this isnt a balance problem, but is a player problem. Jedi are not at a higher advantage at any skill level. Except for maybe very new players, and average bad players. Other than that the gunner is at the advantage at almost any part of any map. With the one exception of when a jedi is hiding behind either a door, or a corner, when the gunner has no idea the jedi is there. That is it.

I mean proj does have a range and can be countered very easily... just dodge, move to the side, it's so easy.

Your opinion is that it is a player problem, my opinion is that is a mechanic problem. My point is I've had a problem with it throughout the years but never noticed how bad it actually was in terms of being a crutch until the surge of new players.
 

Preston

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I mean proj does have a range and can be countered very easily... just dodge, move to the side, it's so easy.

Your opinion is that it is a player problem, my opinion is that is a mechanic problem. My point is I've had a problem with it throughout the years but never noticed how bad it actually was in terms of being a crutch until the surge of new players.
I have never had a problem with push since like 4 years. I feel like its a player problem
 
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The problem is that both of you will say the same thing forever, my solution is.
Request a dev kit and make adjustments yourselves and then test it.

The only way to convince them is to give them a first hand experience of the change.
Then tweak it from there, because everything can sound good on paper until implementation.

You can argue from a better position if you know for a fact and prove it that making knock downs aimed is not going to destroy the class. I am happy and got my answer that something is going to be done about the skill and my wine glass is ready for the tears, so you can mark me done.
 
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SomeGuy

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I have never had a problem with push since like 4 years. I feel like its a player problem
I have always seen it as a cheap, easy, and skilless way to succeed in the game. As a result I stopped using Push 3, as did many of my old clan mates.

Let's see if this likeness fits.. Did you ever play Call of Duty World at War? In multiplayer the majority of people used the PPSh 41 with the 70 round drum magazine because of it's easiness to use. I opted for a bolt action rifle with a bayonet. I adopted a completely different style of play compared to these guys and outperformed them.

I feel like the good players who choose the other powers outperform the Push 3 Addicts but there are so many more Pooshers because it is so much easier than actually being good.
The problem is that both of you will say the same thing forever, my solution is.
Request a dev kit and make adjustments yourselves and then test it.

The only way to convince them is to give them a first hand experience of the change.
Then tweak it from there, because everything can sound good on paper until implementation.

You can argue from a better position if you know for a fact and prove it that making knock downs aimed is not going to destroy the class.
I wouldn't know the first thing about actually coding it hah. If I could, I would though.
 
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I wouldn't know the first thing about actually coding it hah. If I could, I would though.

Balances are scripts, not code.
Anyone can script, especially in a quake engine game.
All that you are doing is changing values and creating values.

Just like how skinning isn't modeling, and tracing isn't drawing.
 

Preston

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The problem is that both of you will say the same thing forever, my solution is.
Request a dev kit and make adjustments yourselves and then test it.

The only way to convince them is to give them a first hand experience of the change.
Then tweak it from there, because everything can sound good on paper until implementation.

You can argue from a better position if you know for a fact and prove it that making knock downs aimed is not going to destroy the class. I am happy and got my answer that something is going to be done about the skill and my wine glass is ready for the tears, so you can mark me done.
Actually they havnt said anything about push getting changed. But some have talked about perks being less impactful in open mode next build. So thats a win win in my book. Cus ya know, i hate perks
 
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I'm sure red DR will be removed. I do not think there are many people who still think it was a good idea.
 
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I have always seen it as a cheap, easy, and skilless way to succeed in the game. As a result I stopped using Push 3, as did many of my old clan mates.

Let's see if this likeness fits.. Did you ever play Call of Duty World at War? In multiplayer the majority of people used the PPSh 41 with the 70 round drum magazine because of it's easiness to use. I opted for a bolt action rifle with a bayonet. I adopted a completely different style of play compared to these guys and outperformed them.

I feel like the good players who choose the other powers outperform the Push 3 Addicts but there are so many more Pooshers because it is so much easier than actually being good.

I wouldn't know the first thing about actually coding it hah. If I could, I would though.

So you think using push and being 'good' are mutually exclusive? hmm...

I mean proj does have a range and can be countered very easily... just dodge, move to the side, it's so easy.

Your opinion is that it is a player problem, my opinion is that is a mechanic problem. My point is I've had a problem with it throughout the years but never noticed how bad it actually was in terms of being a crutch until the surge of new players.

Just walk. Simple. Like push.


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."

Iirc the only thing about push that's changed in the jedi/sith's favour since b16 is the domino effect.

Meanwhile, lots of gunner classes have had their get-up speeds increased (sold, hero , bh, arc) and saberist has had some heavy nerfs (fp regen whilst jumping, bunny hopping, HEAL, pull, speed... literally every other force power - and i haven't even scratched the surface here).

I think your idea is interesting but your justification for it cannot be due to balance.... it makes no sense.
 
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