Jason Voorhees balancing ideas
Jason Voorhees looks like a very fun killer to play, even though I haven't purchased him myself yet. I have, however, played against him every day since release for long sessions, so I've had plenty of experience facing him.
Overall, I really like his design. His power is unique, fun to watch in action, and fits the character extremely well. He feels threatening without relying on overly complicated mechanics, and I think the developers did a great job capturing the fantasy of playing as Jason.
That said, I do think there are a few balance changes that could make him healthier for the game. My goal isn't to make him weak—in fact, I think he should remain a strong killer. However, I believe a few adjustments could make him feel less oppressive to play against while preserving his identity and strengths.
Here are my suggestions:
- Restrict Omnipresent Evil from unlimited duration to 60 seconds.
- Reduce the Jump-Scare Haste duration from 25 seconds to 15 seconds.
OR - Make the Jump-Scare Haste immediately end after Jason breaks a pallet.
Here's why:
A 60-second Omnipresent Evil duration would still give Jason more than enough time to traverse any map from one side to the other, which is realistically all that's needed during normal gameplay. Limiting its duration would prevent situations where Jason can remain in Omnipresent Evil indefinitely, forcing survivors into overly passive gameplay or effectively holding the match hostage simply because they're trying to play safely.
Reducing the jump-scare haste to 15 seconds would still accomplish its intended purpose: preventing survivors from simply using Sprint Burst or holding W after a teleport. Jason would still have enough time to close the distance and begin a chase, but survivors who successfully extend the chase afterward would have a more reasonable opportunity to interact with loops.
Alternatively, ending the jump-scare haste immediately after Jason breaks a pallet would accomplish the same goal in a different way. The Haste would remain an effective anti–hold W tool, helping Jason initiate chases after teleporting, but it wouldn't continue providing extra pressure once he has already forced a pallet and committed to a loop. This creates clearer counterplay while keeping the power strong and rewarding.
Overall, I think these changes would make Jason healthier to play against without taking away what makes him fun or powerful. He would still excel at map traversal, ambushing survivors, and quickly starting chases, but with more opportunities for meaningful counterplay once those chases begin.
Comments
Agreed.
As others have already discussed on the forums, Jason having a consistent form of traversal + haste is very strong for a range-focused killer so I'd argue to drop the haste duration to 7 sec instead of 15.
I think thats the best idea so far but if we shorten or remove his haste wich is fin i think it shouldn't be possible to over crouch the killer instinct if he apears. The mist is ok and important but if i have to guess at least give me the killer instinct if i guessed right
I love this game so much but versing Jason is killing any joy I have playing it. I really hope BHVR does some tweaks like you mentioned and soon. Because the anniversary event is going to be miserable with him in his current state.
I'm confident that the only people downvoting everyone are those who want a killer to have zero weakness
ScottJund himself came on a few hours ago, saying Jason is fine lol, the game needs to fix its tutorials
Oh really? I have mixed opinions of the guy but I def do think Jason needs to be toned down.
New tutorials would be great but knowing how slow BHVR works, that'll remain as a dream.
i hear some people hate him and some love him lol.
I understand your point of view but I think removing counter play for the jump-scare would be an unhealthy change. Counters are not only a good thing to have as it allows for more interaction but this example specifically would mean giving Jason free information on survivors within 16-20m depending on add ons. This is very strong and maybe an underserved reward to a player who is unable to use Jason’s power effectively. In fact scarier to think, good Jason players would absolutely abuse this. The changes I’ve listed above aren’t actually very big in my opinion. They’re small but affective nerfs that improve the balance.
Jason is OP. He's pay to win. He's ranged, the teleports, he's undetectable, he has a built in slow down, you cannot hide in lockers if he teleports, there's apparently no cool down or timer on his ability, he blocks windows and pallets. Dear god, Behaviour. What didn't you give him? This is the most pay to win killer you've released yet.
If anyone says that Jason is op, it's a skill issue. Boring to go against, i get it, nothing new? I get it. But he's mid. The only truly OP killer apart from Nurse and Blight was og Ghoul.
I think that limiting Omnipresent Evil's duration is pointless, and frankly, I don't mind it.
The haste should get tempered a bit, he is supposed to be 4,4, not 4,6 with small instances of him being slower.
However, the thing that is the most OP is imo Deputy Badge.
Here are some addons that affect(ed) gens:
- Driver's License (Ghostface): Triggers only if a survivor is sloppy and doesn't see you coming. It's quite powerful, but on a very weak killer.
- Blue Dress (Freddy): Added a mere 4% extra regression if a survivor used a gen to instanly avoid your power.
- Summoning Stone... or Soul Chemical... one of them (Blight) Triggered a skill check when you bounced near a survivor, and nothing else.
Now, for Deputy's Badge. It not only autokicks every gen you are near (even regressing ones), but if a survivor is on it, it doubles the regression if they fail a skill check. Now, the autokicks are fine, imo. But was the double punishment for skill checks really needed? I don't think so.