Jason needs work

summary if you cba to read:

his add ons are too strong for a killer that is easy to learn and is stupidly strong overall, in the hands of a half decent killer that has put over 50+ hours in him you could get easy 4ks with a build of solid perks so using a meta build would just secure wins. his spear should have some sort of set back or cooldown, I was looping in the same spot and he was able to pick up 5 spears no cooldown.

Main post in detail of specific issues I have with Jason:

The main issues i’ve had with jason are his add ons being way too much, mainly the exhaustion add on when he uses omni presence imo shouldn’t be 13 seconds should be 5 max considering he gets haste when he comes out of power, also the gen regression and skill check add on is way too much hopefully shouldn’t need to explaining but being being able to regress gens by 5% and have them keep regressing is insane for only having to be near them while moving at double speed, then if a survivor messes up a small skill check near him it regress by 10% is too much gen regression for just an add on is crazy. His spear also has no cooldown or punishment because it is so easily accessible, I had a jason on a loop and he went back to the same hook or spear spawn five times in one chase so, if there is at least some sort of cooldown or fatigue for using it I think that will be better than having some no skill player just chucking spears every 2 seconds and grabbing another.

Add on / spear alternatives:

-for the gen and skill check add on, have it so a gen with no survivor on it but has progress loses no progress when he walks near it but starts regressing, as for the failed skilled check should only regress by 5%.

-the exhaustion add on like I mentioned should be the same as mind breaker so only lasts 5 secs max when he comes out of omni presence.

-with the spear maybe have a timer for when he can get another, when he grabs them off hooks have the hooks not respawn when he picks up a survivor and the hook respawn timer be longer so it punishes him for picking it up.

thanks for reading would love to hear rework ideas or peoples thoughts on Jason.

Comments

  • Sauna Rock (exhaustion add-on) does not need a nerf as at the moment it gets completely countered by crouching, then you can sprint away.

    Deputy Badge does need a nerf as it literally hurts survivors by giving him extra generator regression since survivors will be off of the gens using the counterplay in order to ignore Sauna Rock

    The only basekit nerfs he needs is to make it impossible for him to detect survivors on totems in omnipresent evil.

  • yeah I agree hex builds are almost impossible to deal with

  • @pidgeon said:

    Sauna Rock (exhaustion add-on) does not need a nerf as at the moment it gets completely countered by crouching, then you can sprint away.

    Deputy Badge does need a nerf as it literally hurts survivors by giving him extra generator regression since survivors will be off of the gens using the counterplay in order to ignore Sauna Rock

    The only basekit nerfs he needs is to make it impossible for him to detect survivors on totems in omnipresent evil.

    Agreed

  • @slurrrrpppp said:

    summary if you cba to read:

    his add ons are too strong for a killer that is easy to learn and is stupidly strong overall, in the hands of a half decent killer that has put over 50+ hours in him you could get easy 4ks with a build of solid perks so using a meta build would just secure wins. his spear should have some sort of set back or cooldown, I was looping in the same spot and he was able to pick up 5 spears no cooldown.

    Main post in detail of specific issues I have with Jason:

    The main issues i’ve had with jason are his add ons being way too much, mainly the exhaustion add on when he uses omni presence imo shouldn’t be 13 seconds should be 5 max considering he gets haste when he comes out of power, also the gen regression and skill check add on is way too much hopefully shouldn’t need to explaining but being being able to regress gens by 5% and have them keep regressing is insane for only having to be near them while moving at double speed, then if a survivor messes up a small skill check near him it regress by 10% is too much gen regression for just an add on is crazy. His spear also has no cooldown or punishment because it is so easily accessible, I had a jason on a loop and he went back to the same hook or spear spawn five times in one chase so, if there is at least some sort of cooldown or fatigue for using it I think that will be better than having some no skill player just chucking spears every 2 seconds and grabbing another.

    Add on / spear alternatives:

    -for the gen and skill check add on, have it so a gen with no survivor on it but has progress loses no progress when he walks near it but starts regressing, as for the failed skilled check should only regress by 5%.

    -the exhaustion add on like I mentioned should be the same as mind breaker so only lasts 5 secs max when he comes out of omni presence.

    -with the spear maybe have a timer for when he can get another, when he grabs them off hooks have the hooks not respawn when he picks up a survivor and the hook respawn timer be longer so it punishes him for picking it up.

    thanks for reading would love to hear rework ideas or peoples thoughts on Jason.

    Ill go point by point on this, so hang with me. I will preface this by saying Jason does need some nerfs, but it seems your focus are on the wrong parts of his kit.

    "His addon's are too strong for a killer that is easy to learn"- he has 1 insane add-on (deputy's badge) and a couple ok addon-s, most his addon's suck.

    "that has put 50+ hours into him can easily get 4ks with a build of solid perks"- this is the same for most A tier killers, this isn't jason exclusive.

    "his spear should have some sort of setback or cooldown"- it does, it has a animation before firing, has a small hitbox, and needs to be reloaded constantly.

    " I was looping in the same spot and he was able to pick up 5 spears no cooldown."- even his scrap heaps require him to go into power, once he goes into power, start making your way to a different loop, look at where he spawns and go between the loops every time he uses power.

    "Mainly the exhaustion add-on"- ngl, exhaustion perks are insanely strong which is why they mass produce anti-exhaustion add-on's (especially sprint burst/ lithe) and allow you a huge boost at the start/ mid chase. You can still use them, just not when he appears. I've managed exhaustion mid chase to allow me to lithe away. Its 100% possible, especially against current jason's. could see a nerf down to like 8s, but even still I'd advocate nerfs in other places.

    "also the gen regression and skill check add on is way too much hopefully shouldn’t need to explaining but being being able to regress gens by 5% and have them keep regressing is insane for only having to be near them while moving at double speed" deputy's badge and one other add on is mentioned here, the skill check isn't difficult to hit at all. its not even a DS skillcheck, its easy as anything. Deputy's badge does need touching up/reworking.

    "His spear also has no cooldown or punishment because it is so easily accessible, I had a jason on a loop and he went back to the same hook or spear spawn five times in one chase so, if there is at least some sort of cooldown or fatigue for using it I think that will be better than having some no skill player just chucking spears every 2 seconds and grabbing another." - this i agree with, The nerfs i advocate for are reduced scrap piles, increased power cd, and decreased haste duration when popping out of power. Two of these would target your issue here, and i believe the 3 nerfs would make punishing his misses easier, so these are the nerfs i advocate for more-so than add-on nerfs.

    "the exhaustion add on like I mentioned should be the same as mind breaker so only lasts 5 secs max when he comes out of omni presence"- i misread what you said earlier apparently, this is a bad idea. Exhaustion works so you have to manage it mid chase, making it so you only can't use exhaustion perks for 5s would make it useless because 5s later you have sprint burst/lithe and ergo, it does nothing. 8s worth of exhaustion would be balanced for the add-on, so you still have to manage it mid chase but if you do you can use your exhaustion perks.

    "with the spear maybe have a timer for when he can get another, when he grabs them off hooks have the hooks not respawn when he picks up a survivor and the hook respawn timer be longer so it punishes him for picking it up."- he al;ready has this, except it resets when using his power. If it didn't, hed need more scrap piles to make his power useable. His power is punishing, and difficult to hit, but he can reload a bit too often right now. If we punish him even further using it (so hooks don't respawn) he just cant use it and becomes an m1 killer with no ability. This is over the top for nerfs.

    TL:DR it seems we can agree he needs a nerf, but whilst you have chosen to butcher his entire kit, I would advise for more targetted nerfs.

  • @pidgeon said:

    Sauna Rock (exhaustion add-on) does not need a nerf as at the moment it gets completely countered by crouching, then you can sprint away.

    Deputy Badge does need a nerf as it literally hurts survivors by giving him extra generator regression since survivors will be off of the gens using the counterplay in order to ignore Sauna Rock

    The only basekit nerfs he needs is to make it impossible for him to detect survivors on totems in omnipresent evil.

    I would say yes he most definetely should not to see survivors doing objectives while in OE.

    Still I would also lower or even remove his haste after appearing he does not really even need it. He has ranged attack he does not need the speed as he is not just a M1 killer.

    I would also give him a timer not sure of the time limit but if he stays in OE over that timer he will lose all information he could gain from it normally. This would be there to make camping harder and make him come out of power more and not just sit in it most of the time. The time limit would be something quite long like 30-60 seconds.

    These would be the three nerfs I would do to his base power and with these he still would be totally fine and not really even that much weaker just better for gameplay wise so matches don't grind to a halt everytime he is in power.

  • There is no need for a speed boost after a jumpscare. It would be fine if it were a reward for skillful play, but please don't make the player faster simply by pressing a button.

    I would find it acceptable if hitting a survivor with the stick from a distance of 13 meters or more resulted in a 13-second speed boost.