Why is jason 4.6m/s basekit?

for those who dont know, jason gets a 4.5454% haste buff for a full TWENTY FIVE seconds coming out of jumpscare… yes… 25 seconds…

4.5454% of 4.4m/s is 4.6m/s. Jason is already a power crept huntress being a 4.6 ranged with no slowdown on reload but 4.8m/s as base kit? are we serious now? jason does NOT need to be 4.6 like at all even for a second. 25 is ridiculous.

EDIT: just gonna mention his power cooldown is 12s so he can easily be 4.6 all game

Comments

  • Hes 4.6. Hes at base 110 so a 4.545% speed boost makes him barely just under 115.

  • He isn't 4.6 by default, when under his haste effect he moves will all the hustle and bustle of trapper.

  • He's basically 4.6 if he uses his power correctly. It does not feel as insane anymore since players learned how to play against him.

  • As many other people have mentioned, he's actually 4.4 and 4.6 with the haste. Still ridiculous however, when you consider that not a single other ranged killer in the game is able to move at 4.6m/s while using projectiles without perks, despite Jason also having more in the rest of his kit than all of them.

  • @Pig_Is_Pog said:

    for those who dont know, jason gets a 4.5454% haste buff for a full TWENTY FIVE seconds coming out of jumpscare… yes… 25 seconds…

    4.5454% of 4.6m/s is 4.8m/s. Jason is already a power crept huntress being a 4.6 ranged with no slowdown on reload but 4.8m/s as base kit? are we serious now? jason does NOT need to be 4.8 like at all even for a second. 25 is ridiculous.

    EDIT: just gonna mention his power cooldown is 12s so he can easily be 4.8 all game

    That's not how the haste works

  • I like how OP added an edit to include MORE misinformation. Jason is never 4.8.

  • @Arcturus said:

    As many other people have mentioned, he's actually 4.4 and 4.6 with the haste. Still ridiculous however, when you consider that not a single other ranged killer in the game is able to move at 4.6m/s while using projectiles without perks, despite Jason also having more in the rest of his kit than all of them.

    Its because he frequently has to break pathing in order to grab spikes in order to have any anti-loop, and he only gets one shot each. If he was 4.4 permanently and still constantly had to ping pong to spikes/hooks in chase just to get a chance to use his only loop ability he'd really be hurting because of it, and it wouldn't feel great to play I imagine.

  • @AliceNull said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106755#Comment_4106755

    Its because he frequently has to break pathing in order to grab spikes in order to have any anti-loop, and he only gets one shot each. If he was 4.4 permanently and still constantly had to ping pong to spikes/hooks in chase just to get a chance to use his only loop ability he'd really be hurting because of it, and it wouldn't feel great to play I imagine.

    Wouldn't it make much more sense in that case for the haste to activate for like 5+ seconds after grabbing a spike to help Jason make up the couple of meters he lost? Because as it is right now, most of the haste duration is used to loop a tile at 4.6m/s with a projectile, not to just catch up after a reload.

    In addition, if you want to stick a chase that lasts a bit longer but don't want to go into OE, you aren't getting the haste for when you need to reload anymore. The haste also applies only after coming out of OE, and if you are in OE you almost 100% of the time will have a spike by the time you get out, so it just benefits a killer that already has his weapon and doesn't need to reload. If that was the intended purpose of the haste, it doesn't even do it's job properly and instead just makes him much more oppressive in chase as essentially a 4.6 Huntress.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106767#Comment_4106767

    Wouldn't it make much more sense in that case for the haste to activate for like 5+ seconds after grabbing a spike to help Jason make up the couple of meters he lost? Because as it is right now, most of the haste duration is used to loop a tile at 4.6m/s with a projectile, not to just catch up after a reload.

    In addition, if you want to stick a chase that lasts a bit longer but don't want to go into OE, you aren't getting the haste for when you need to reload anymore. The haste also applies only after coming out of OE, and if you are in OE you almost 100% of the time will have a spike by the time you get out, so it just benefits a killer that already has his weapon and doesn't need to reload. If that was the intended purpose of the haste, it doesn't even do it's job properly and instead just makes him much more oppressive in chase as essentially a 4.6 Huntress.

    Its not the only reason, mind, its just one of the stronger ones. As much as I understand the frustration sometimes with dealing with a 4.6 ranged killer, Jason's projectiles have a LOT of downsides compared to huntress besides the single shot issue, both being easier to miss and much easier to dodge intentionally, especially at midrange where you can often do it on reaction based on sound. A few seconds of 4.6 wouldn't really be enough to compensate for his play patterns being weakened that much, especially because OE gives survivors a lot of agency even outside of chase, and is an active significant detriment to Jason when he's forced to use it in chase to keep up his haste or refresh his piles/hooks.

  • @AliceNull said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106817#Comment_4106817

    Its not the only reason, mind, its just one of the stronger ones. As much as I understand the frustration sometimes with dealing with a 4.6 ranged killer, Jason's projectiles have a LOT of downsides compared to huntress besides the single shot issue, both being easier to miss and much easier to dodge intentionally, especially at midrange where you can often do it on reaction based on sound. A few seconds of 4.6 wouldn't really be enough to compensate for his play patterns being weakened that much, especially because OE gives survivors a lot of agency even outside of chase, and is an active significant detriment to Jason when he's forced to use it in chase to keep up his haste or refresh his piles/hooks.

    I just do not agree with this at all. I think maybe Jason's spikes might be slightly easier to dodge at mid-long range, probably because the hitbox is slightly smaller or something. However, Huntress also gives an audio cue, as does Springtrap. That is not unique at all to Jason. In addition, whether it's because of the angle he throws the spike from or his height I don't know, but I frequently find that with short obstacles that are just tall enough to crouch under to dodge projectiles, if they aren't thick enough Jason can just shoot you over them, and I've never had that experience with Huntress. Because of that, even if his projectiles might possibly be slightly easier to dodge at range, I'd say they are more dangerous close range than Huntress's hatchets.

    OE, while limited in that you can't see survivors that want to be seen, allows you to freely travel across the map (unlike Huntress who has no mobility, and it's better than Sptringtrap's doors), and gives you free info on survivors not crouching and, crucially, doing objectives. No other ranged killer in the game has built in info (and only Springtrap has map mobility), in fact information like this is rare amongst the entire cast. And that's not even considering the screaming and heartbeat from Jump Scare if you didn't see a survivor when you came out of OE.

    Jason occasionally needs to go into OE to reload or keep up his haste, but:

    1. Usually, if the survivor is experienced and rotates to different resources, Jason will get access to at least a couple reloads throughout the chase without even needing to enter OE (there are a lot of hooks and piles).
    2. Him having to go into OE to regain his haste is a design flaw, again, I don't know why he should be able to be 4.6 using projectiles, and the implementation just ends up being clunky sometimes.
    3. I'd argue that basically every ranged killer has a worse / more guaranteed cooldown. Some killers, like Springtrap, have an enforced cooldown where after using their power it is guaranteed to be unusable for some amount of time (in this case, 6-8s depending on what the axe hits). Other killers, like Huntress, use lockers to reload, where when they run out of their limited ammunition, they must drop everything to go hunt down a locker (which can take anywhere between a couple seconds and 10 seconds) and do a 3s reload animation. In comparison, Jason can chuck a spike, take a 2s detour to a hook or pile that are often positioned next to or even in loops, and he's off to the races again. If you've gone through a few spikes and don't have another nearby, no worries, if you enter OE, you can grab one, and usually easily find the survivor again (whereas a killer like Huntress would lose so much distance that they cannot make up).

    I'm not saying Jason needs to be on Huntress's level, she's a tad on the weak side in modern DBD and needs some love. But there is no reason why Jason should get 4.6 speed, single-hit injure projectiles, fast reloads, map mobility, info, and even to some extent "stealth" in that he will appear next to you without you being able to see him coming. He does not need all of it. He has a bloated kit and power creeps half the cast of this game, but most of all ranged killers. He would be plenty strong without the haste, or changing the haste to be for a few seconds after a reload, and if people still wanted to be 4.6 with him they can run Batteries like the rest of the 4.4 killers have to.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106821#Comment_4106821

    I just do not agree with this at all. I think maybe Jason's spikes might be slightly easier to dodge at mid-long range, probably because the hitbox is slightly smaller or something. However, Huntress also gives an audio cue, as does Springtrap. That is not unique at all to Jason. In addition, whether it's because of the angle he throws the spike from or his height I don't know, but I frequently find that with short obstacles that are just tall enough to crouch under to dodge projectiles, if they aren't thick enough Jason can just shoot you over them, and I've never had that experience with Huntress. Because of that, even if his projectiles might possibly be slightly easier to dodge at range, I'd say they are more dangerous close range than Huntress's hatchets.

    OE, while limited in that you can't see survivors that want to be seen, allows you to freely travel across the map (unlike Huntress who has no mobility, and it's better than Sptringtrap's doors), and gives you free info on survivors not crouching and, crucially, doing objectives. No other ranged killer in the game has built in info (and only Springtrap has map mobility), in fact information like this is rare amongst the entire cast. And that's not even considering the screaming and heartbeat from Jump Scare if you didn't see a survivor when you came out of OE.

    Jason occasionally needs to go into OE to reload or keep up his haste, but:

    1. Usually, if the survivor is experienced and rotates to different resources, Jason will get access to at least a couple reloads throughout the chase without even needing to enter OE (there are a lot of hooks and piles).
    2. Him having to go into OE to regain his haste is a design flaw, again, I don't know why he should be able to be 4.6 using projectiles, and the implementation just ends up being clunky sometimes.
    3. I'd argue that basically every ranged killer has a worse / more guaranteed cooldown. Some killers, like Springtrap, have an enforced cooldown where after using their power it is guaranteed to be unusable for some amount of time (in this case, 6-8s depending on what the axe hits). Other killers, like Huntress, use lockers to reload, where when they run out of their limited ammunition, they must drop everything to go hunt down a locker (which can take anywhere between a couple seconds and 10 seconds) and do a 3s reload animation. In comparison, Jason can chuck a spike, take a 2s detour to a hook or pile that are often positioned next to or even in loops, and he's off to the races again. If you've gone through a few spikes and don't have another nearby, no worries, if you enter OE, you can grab one, and usually easily find the survivor again (whereas a killer like Huntress would lose so much distance that they cannot make up).

    I'm not saying Jason needs to be on Huntress's level, she's a tad on the weak side in modern DBD and needs some love. But there is no reason why Jason should get 4.6 speed, single-hit injure projectiles, fast reloads, map mobility, info, and even to some extent "stealth" in that he will appear next to you without you being able to see him coming. He does not need all of it. He has a bloated kit and power creeps half the cast of this game, but most of all ranged killers. He would be plenty strong without the haste, or changing the haste to be for a few seconds after a reload, and if people still wanted to be 4.6 with him they can run Batteries like the rest of the 4.4 killers have to.

    I wasn't comparing their overall strengths, its very clear that Jason overall is stronger than huntress, I was comparing specifically their projectiles. I find that if you're in the know about similar shots for deathslinger, its pretty readily apparent whether or not Jason can theoretically shoot through a given obstacle or not, and plan accordingly. As for the sound cue, yes its not unique to Jason, but the hitbox being MUCH slimmer in my experience means a doubleback at mid range is usually enough on reaction unless they hard read the dodge. Huntress' hitbox at the same range means you need to predictive dodge and zig zag, and its more on the huntress to miss, if that makes any sense.

    I firmly disagree about him being just fine without the haste because Jason, bluntly, just isn't a particular outlier in strength compared to other low A killers outside of his specific interactions with full hex builds, and those are getting nerfed next patch anyways. He's also different enough to the other ranged roster* (*Springtrap suffers from a severe design flaw, and could easily have his own niche and a more coherent gameplay loop with the cameras, making use of his built in stealth if they didn't make him CLANG AND BANG AROUND LIKE A WASHING MACHINE WITH A BRICK INSIDE OF IT but I digress, thats a personal annoyance I have and a strong one at that.) that people have good reason to prefer other killers even if they're not as strong. Taking away his ability to actually loop effectively would leave him much, much weaker, and I really don't think thats really justified.

  • Base Jason is slower than base Pig.