Ideas for Fixing The Slasher

As Jason currently stands, he has a ridiculous amount of potential to be one of the most fun and interactive killers we've ever had enter Dead by Daylight. However, the state of his kit is fairly overtuned. The power trivia on his wiki page looks like a full length novel, which is not a good sign to anyone researching how to play as him or against him for the first time.

If we are to assume that Jason's ranged attack is his main ability (similar to Springtrap), then it'd be best to not make any serious changes to it. Dodging his spikes is still possible and throwing them at range involves a good bit of skill, so I'd say it isn't inherently overpowered. Instead, let's lay out some potential nerfs or reworks that could keep Jason in a strong S-Tier position without having him unfun to face.

List of Things Jason Doesn't Need

  1. A cooldown 4 seconds shorter than the length of an altruistic survivor heal for omnipresent evil (currently 12 seconds, healing takes 16 seconds, make the cooldown at the very least 20 seconds, no more than 30)
  2. Being able to enter omnipresent evil 3 seconds after the start of the trial.
    1. Note: Jason is currently the only teleport killer in the game to be able to use their ability so quickly. The Dredge for example has to wait 10 seconds before using their teleport which only has 3 tokens, a direct counterplay in the form of locks, and has no accompanying ranged attack or dash.
  3. The ability to see survivors who are standing still (or hiding in lockers) with red mist while in omnipresent evil. (Currently survivors standing still are revealed, and so are survivors hiding in lockers, who also scream and give killer instinct after a Jump Scare is performed)
  4. Haste (4.5454%) making him 4.6m/s movement speed for 25 seconds when exiting omnipresent evil.
    1. Note: Considering he has a ranged ability, and the point of entering omnipresent is usually to reload said ranged ability, I'm not sure why giving him haste basekit just for using his ability is fair. With only a 12 second cooldown for omnipresent evil, they might as well made him 4.6 at all times. Haste should only exist in his kit to compensate when he has no spike in hand, not when he just reloaded.
  5. Omnipresent evil being allowed to teleport to pallets, windows, walls, etc. that are near a hooked survivor (or unhooked seconds ago)
    1. Note: Jason currently gets a slower exit animation, but characters like Dredge cannot teleport within 12 meters of a hooked survivor whatsoever. Singularity gets 10x slowdown to tagging or teleporting to a survivor within 10 meters of a hook, which means it takes 6 full seconds of tracking to tag a survivor, and 8 seconds to teleport. You need full line of sight in that time and survivors could bring an EMP to disable any biopods. Anti-camp restrictions linger for 5 seconds. Jason's anti-camp is 16 meters, however it only goes 4 meters vertically, only slows his omnipresent exit time to 4.5 seconds, and only lingers after the survivor is unhooked for 3 seconds. His exit time should be between 6 and 10 seconds if he is to continue being allowed to appear near hooked survivors rather than blocking the locations like with The Dredge.
  6. Hindered on impaled survivors attempting to remove a spike.
    1. Note: Currently .9% movement speed multiplier, so about 10% hindered. Springtrap, who has a similar mechanic, only gets to move at 4.6 instead of 4.4 as reward for hitting a survivor with an axe that moves at 30m/s (Jason's spikes move at 42m/s) and have a gravity modifier to prevent long-range hits. It takes 5 seconds to remove the spike, 8 seconds for Springtrap's axe (no hindered penalty). Removing the hindered and making the removal time 6 to 8 seconds could be fine.
  7. Being able to reload at a hook, pick up a survivor within 5 seconds, and the hook instantly repair.
    1. Note: It isn't that this is overpowered or anything, but that it removes the entire idea of risk/reward behind sabotaging hooks for better chase potential. I think it would be better if this were removed and instead one of Jason's addons gives a hook spike to the player upon hooking a survivor.
  8. Omnipresent Evil movement speed being faster than Phase-Walking Spirit or Cloaked Wraith
    1. Note: Jason's speed is currently 8m/s, Spirit is 7m/s, and Wraith is 6m/s. Considering how Wraith and Spirit both have mobility as their main ability, with no ranged attack, only other factor in balancing being their invisibility, its only fair that Jason should be at most equal. Lowering his movement speed while in omnipresent mode down to anywhere between 6.5m/s to 7.5m/s could reduce the feeling for survivors that it is impossible to end chase with Jason. He currently is too omnipresent.
  9. Jumpscare/omnipresent evil still detecting survivors who were crouched for 3 seconds
    1. Note: It seems to be partially bugged as despite the wiki stating that it only lingers for 2.5 seconds after crouching, I have on numerous occasions been jumpscared by a Jason while I was enveloped by fog having been crouched for a solid 3 to 4 seconds. Perhaps having the linger only be 1 or 1.5 seconds could mitigate this likely server-lag related issue.
  10. Addons that basically work as a 5th and 6th perk.
    1. Note: While I am actually all in favor of giving creative and useful addons to killers, it is well known that strong killers do not need them. Blight's numerous addon reworks and nerfs are prime example of this. Jason currently has two very problematic addons, 'Deputy's Badge' and 'Sauna Rock.' The badge gives -10% generator progress upon missing a special very hard skill check (like the perk 'Oppression') if a survivor is working on it, and if no one is working on it, it will just start to regress for passing near it while in omnipresent evil. The rock gives 13 seconds of exhausted for everyone who is jumpscared (16 meters radius) every time, with no real activation requirement or effort needed. If this exhaustion status effect was tied to being hit by a spike, or if omnipresent evil was nerfed to require more careful use of jumpscare, then it would be a non-issue. 'Deputy's Badge' needs to have its effects completely reworked. I'll go over some ideas in the next section.

List of Things Jason Needs

  1. Addon reworks.
    1. Orderly's Shoe (Common): Increases the duration of the Haste effect after a jumpscare by +5 seconds
      1. Rework: Increase the duration of undetectable by +8 seconds after a jumpscare (default is 2 seconds, would become 10 seconds total).
    2. Party Noisemaker (Uncommon): Breaking a Pallet
      or a Breakable Wall

      with Jump Scare reveals all Survivors further than 32 meters for 6 seconds.
      1. Rework: Breaking a Pallet
        or a Breakable Wall

        with Jump Scare reveals all Survivors within 13 meters for 6 seconds. (This would bypass needing to make a survivor scream with jumpscare, as it is aura reading instead)
      2. Note: The rarity of this addon would probably need to be swapped with the reworked Imprinted Aluminum, as this aura reading affect would be strong enough to warrant being Rare.
    3. Imprinted Aluminum (Rare): Injuring a healthy Survivor with a Throwing Spike inflicts them with Mangled and Hemorrhage for 70 seconds
      1. Rework: Survivors hit with a throwing spike suffer from Mangled and Hemorrhage for 50 seconds
      2. Note: The reason I believe this one could use a rework is that it currently has no effect against already injured survivors, and has too close to the same value as Sloppy Butcher, which in the past resulted in a lot of similar addons for other killers being broken up into two separate addons or having their durations heavily reduced. Making this apply on every hit for a shorter duration should improve its utility.
    4. Sauna Rock (Rare): After performing a Jump Scare, inflict all detected Survivors with Exhausted for 13 seconds.
      1. Rework: Survivors hit with a throwing spike suffer from Exhausted for 13 seconds
      2. Alternative Rework: All detected survivors are inflicted Exhausted for 13 seconds (like current version), Jumpscare detection range is reduced by -4 meters (Keep the purpose the same but add a small tradeoff, encouraging accurate mid-chase ambushes by the Jason Player)
    5. Deputy's Badge (Very Rare): While in Omnipresent Evil, passing within 2 meters of a Generator causes the Generator to explode, lose -5% progress and begin regressing. If a Survivor is repairing the Generator, it will instead get a special Skill Check. If the Skill Check is failed, the Generator loses an additional -10% progress on top of the base missed Skill Check penalty.
      1. Rework: While in Omnipresent Evil, all partially repaired Generators start regressing. Effect ends after performing a Jump Scare. Survivors repairing Generators during Omnipresent Evil gain Blindness, lingers for 13 seconds after a Jump Scare, or the Survivor has stopped repairing. Survivor's affected by Jump Scare while repairing a generator cause the generator to explode and lose -10% progress
      2. Note: There are about a million ways you could rework this generator related addon, but I figured a mix of Ghostface's 'Driver's License' addon and Legion's 'Fuming Mixtape' could keep the Gen Jason playstyle alive but without being as frustrating to deal with as a survivor. It would give time for survivors to react and get off of the gen before the regression event, as well as giving more map pressure to the Jason with passive regression, the blindness as a bonus to encourage ambushing unaware survivors.
  2. Improvements to tracking
    1. To make up for nerfing jumpscare affecting crouched survivors only for 1.5 seconds before they crouch, removing red mist on idle or hiding (locker) survivors, I believe the visibility and linger effect of footsteps should be greatly increased. Current sensing is only 16 meters, increasable by 4 meters with a green rarity addon. I believe that making it 20 meters (at least just for footsteps) and increasing the duration of footsteps from 1.5 seconds to 2.5 or 3 seconds could make Jason much better of a tracking killer instead of a teleport spam killer.
  3. Haste when grabbing a trash spike or hook spike
    1. Since Jason would have to go out of his way more often with a longer (20 to 30 second) omnipresent evil cooldown, giving him some haste, maybe 5% for 5 seconds for example, could mitigate some of the distance lost. This could also help Jason players who become skilled at zoning, which he is very capable of. Zoning the chased survivor toward a loop with a scrap pile or hook, they could grab a spike mid-chase to get a speed boost just over 4.6m/s movement speed, making landing a ranged shot or basic-attack easier without using omnipresent evil.

I wish I had more buffs to suggest for Jason, but currently its easier to think of things that are problematic than things that would make him better. His kit is already pretty well made and fun to play against in a lot of scenarios. Key issue is just that a lot of players have mastered him already, and many of his small effects and some addons have proven themselves problematic to keeping the character feeling balanced. Lowering his basekit map pressure and making some of his addons not as overbearing would surely make him more fun to face, all while still keeping his skill ceiling very high. Hoping to hear everyone else's thoughts and ideas!

Comments

  • Its their new cash grab. They wont change it for about a year at least.

  • Personally i think his OE and spear ranged attack are way too strong while combo'd together.

    I think either his haste when emerging from OE needs to be nixed, or while he has the haste buff, his ranged attack should be disabled and for 5 secs after the haste ends.

    As for the spear itself the reload needs to be either more scarce, or slower. He absolutely does not need a free hook spear when he hooks a surv. He also needs a recovery time with reduced movement spear after a throw. I'm sick of getting double tapped when the spear planks me out a metre after it hits me, and he just keeps moving at full speed to follow up with an m1 less than 3 seconds later.

  • @HoodedWildKard said:

    Personally i think his OE and spear ranged attack are way too strong while combo'd together.

    I think either his haste when emerging from OE needs to be nixed, or while he has the haste buff, his ranged attack should be disabled and for 5 secs after the haste ends.

    As for the spear itself the reload needs to be either more scarce, or slower. He absolutely does not need a free hook spear when he hooks a surv. He also needs a recovery time with reduced movement spear after a throw. I'm sick of getting double tapped when the spear planks me out a metre after it hits me, and he just keeps moving at full speed to follow up with an m1 less than 3 seconds later.

    Funny enough when I was looking at comparison stats he has a 1m/s slower movement speed and almost a whole second longer cooldown after throwing a spear than Huntress. The reason he feels so strong for two taps is that he’s so much faster than the Huntress and can reload instantly, which he has quicker than half of the charge time it takes to throw a spear than Huntress does a hatchet.

    I think even all of that would actually be fine if it weren’t for his oppressive map mobility. His ranged attack has so much skill potential, he really doesn’t need such constant mobility and info alongside it. The haste after every jump scare is definitely overkill

  • I hate how his kit has such a big emphasis on a projectile. Just feels like an offbrand jason. I wanted him to be more like old Myers where he grew stronger over the coarse of the trial. Hell i would have been fine with a friday the the 13th game copypaste.

  • @Yamalive said:

    Its their new cash grab. They wont change it for about a year at least.

    It's sad if that turns out to be the case, because in the past the devs used to be very quick to patch or rework killer releases that were overtuned. In fact, they'd sometimes go too far, nerfing their latest money maker into a chapter nobody would want to buy anymore. Even Ghoul at least got the bare minimum nerfs a month or two after release. I'm just hoping we see some kind of readjustment to Jason within this month, he still makes up around a 5th of my matches.

    I didn't really mention it in this post, but I think all 3 of Jason's perks could also be reworked or buffed in some way as well, as a benefit not just to him but killers overall. His perks currently are just too niche and weak to fit into any type of build currently available, not to mention they're almost all completely useless on Jason himself. Undetectable when you have omnipresent evil is pointless, purposefully getting stunned for haste is not good since you get 5% haste for 25 freely, and the hindered perk has too many requirements and is a cleansable hex. Even on other killers you have to go so far out of your way to get any value from them that they just aren't worth bringing, which is sad, since Shane's new survivor perks are all 3 at least useful in niche fun builds.

  • While nerfing him overall, I’d like to see him given new ways to attack.

    Don't you think it's different from the image we have of Jason—that he fights using only magical warps and precise shooting?

    How about turning either “Scrap” or “Hook” into a powerful melee attack?

  • @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098388#Comment_4098388

    Funny enough when I was looking at comparison stats he has a 1m/s slower movement speed and almost a whole second longer cooldown after throwing a spear than Huntress. The reason he feels so strong for two taps is that he’s so much faster than the Huntress and can reload instantly, which he has quicker than half of the charge time it takes to throw a spear than Huntress does a hatchet.

    I think even all of that would actually be fine if it weren’t for his oppressive map mobility. His ranged attack has so much skill potential, he really doesn’t need such constant mobility and info alongside it. The haste after every jump scare is definitely overkill

    Yeah this is my issue with jason. Either one of his powers would work well enough on it's own for a killer. Particularly the spear, far and away the best single ranged attack any killer has atm.

    Both together is kinda of nuts.

    Are you absolutely sure his recovery is worse than huntresses? I might need to test them in customs but having played both I'm sure huntress is slowed and unable to swing for longer after a shot than jason. Or maybe it's the disruption of jason's attack pushing you and making you hut and object that you then have to move around.

  • I agree with these accept for Deputy's Badge. You shouldn't get free gen regress without a perk just for existing. It needs a totally different function. I also want the KI gone entirely. I don't know why they're still slapping that crap on modern killers.

    I will comment though, he's not the only killer with a fast teleport at match start. Dracula gets his shapeshifting—and thus a mobility/teleport power—immediately, and it's a lot like Jason's OE (just not overtuned). OE should look more like Dracula's bats.

    Dredge should be able to teleport immediately though.

  • @cogsturning said:

    I agree with these accept for Deputy's Badge. You shouldn't get free gen regress without a perk just for existing. It needs a totally different function. I also want the KI gone entirely. I don't know why they're still slapping that crap on modern killers.

    I will comment though, he's not the only killer with a fast teleport at match start. Dracula gets his shapeshifting—and thus a mobility/teleport power—immediately, and it's a lot like Jason's OE (just not overtuned). OE should look more like Dracula's bats.

    Dredge should be able to teleport immediately though.

    There does need to be a little delay in teleports at the start of the match. I sometimes play with a friend who is in the Middle East but on Frankfurt servers, and sometimes they load in 10-15 seconds later than the other players simply due to latency.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098390#Comment_4098390

    Yeah this is my issue with jason. Either one of his powers would work well enough on it's own for a killer. Particularly the spear, far and away the best single ranged attack any killer has atm.

    Both together is kinda of nuts.

    Are you absolutely sure his recovery is worse than huntresses? I might need to test them in customs but having played both I'm sure huntress is slowed and unable to swing for longer after a shot than jason. Or maybe it's the disruption of jason's attack pushing you and making you hut and object that you then have to move around.

    On their own they're mediocre powers, if he just had OE he would be an m1 killer with a tp, so bootleg dredge. Or just a worse huntress, because huntress has 7 hatchets at once basekit, and can reload at lockers (much more convenient) and have a bigger hitbox then jason spears. This is just, on its own, worse than huntress/deathslinger/springtrap. It the issue of both of those plus haste making him unbearable.

  • @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098425#Comment_4098425

    On their own they're mediocre powers, if he just had OE he would be an m1 killer with a tp, so bootleg dredge. Or just a worse huntress, because huntress has 7 hatchets at once basekit, and can reload at lockers (much more convenient) and have a bigger hitbox then jason spears. This is just, on its own, worse than huntress/deathslinger/springtrap. It the issue of both of those plus haste making him unbearable.

    No his ranged attack is shot for shot much better than any of those individually. It's way easier to hit than huntresses, and is a guarenteed health state u like deathslingers. Plus the disruption of the push and lack of slowdown after throw makes it much easier to 2 tap people. And the 7 hatchets in reserve doesn't really apply when jason can just grab another spear from every junk pile and hook which are spread all over the map, midchase without any appreciable slowdown.

    Fair point OE wouldn't be a particularly good power on It's own, but instant traversal with very little cooldown is strong on any killer and makes his powerful ranged attack even more OP.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098438#Comment_4098438

    No his ranged attack is shot for shot much better than any of those individually. It's way easier to hit than huntresses, and is a guarenteed health state u like deathslingers. Plus the disruption of the push and lack of slowdown after throw makes it much easier to 2 tap people. And the 7 hatchets in reserve doesn't really apply when jason can just grab another spear from every junk pile and hook which are spread all over the map, midchase without any appreciable slowdown.

    Fair point OE wouldn't be a particularly good power on It's own, but instant traversal with very little cooldown is strong on any killer and makes his powerful ranged attack even more OP.

    "Its way easier to hit than huntresses"- its also way easier to dodge

    "it is a guarenteed health state unlike deathslingers"- If your not getting the hit from a deathslinger shot then your doing something wrong, and since most deathslingers should be running forced penance if they bodyblock they get broken and you get a healthstate on someone.

    "Plus the disruption of the push and lack of slowdown after throw makes it much easier to 2 tap people"- Unless the survivor walks into a wall they should make distance to the next loop from the pushback+speed burst. Your definition of 2 tap here has to be hitting twice within 30s, which huntress can do much better.

    "7 hatchets in reserve doesnt really apply when jason can just grab another spear from every junk pile and hook which are spread all over the map midchase without any appreciable slowdown"- During a loop of any TL/jungle gym tile, you can reload at best twice, and even then have to go out of your way to reload the second time most the time. The survivor can then choose either to leave the tile or continue looping it. 7 hatchets is infinitely more forgiving then the 1 spike when after the first reload you need to go 4/5s out of the way (losing 10s total) to get another spike, and huntress lockers are everywhere. The slowdown is the 10s/12s he spends going out of his way to get said spike. And if he misses, look at where hes going to reload and make distance off it. ITS NOT HARD. this is easily the worst argument you couldve made.

    "Fair point OE wouldn't be a particularly good power on It's own, but instant traversal with very little cooldown is strong on any killer and makes his powerful ranged attack even more OP." - we agree here. His ranged attack is made Strong (not OP imo, a few small tweaks are needed) by having the traversal and the haste off power. The issue is we see instant traversal on a bunch of killers (dredge, springtrap, xenomorph hey even arguably hag) and we see that that alone isn't strong. And again, his ranged attack alone would make him B/C tier, because its a 1 shot reload with nothing else and has a pretty unforgiving hitbox given how easy it is to juke.

    Overall, the nerfs I personally think he needs are reduced haste from 25s to 10s, decreased scrap pile spawns and increase OE cd so he can't spam it, and once he uses it he has to commit.

  • @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098447#Comment_4098447

    "Its way easier to hit than huntresses"- its also way easier to dodge

    "it is a guarenteed health state unlike deathslingers"- If your not getting the hit from a deathslinger shot then your doing something wrong, and since most deathslingers should be running forced penance if they bodyblock they get broken and you get a healthstate on someone.

    "Plus the disruption of the push and lack of slowdown after throw makes it much easier to 2 tap people"- Unless the survivor walks into a wall they should make distance to the next loop from the pushback+speed burst. Your definition of 2 tap here has to be hitting twice within 30s, which huntress can do much better.

    "7 hatchets in reserve doesnt really apply when jason can just grab another spear from every junk pile and hook which are spread all over the map midchase without any appreciable slowdown"- During a loop of any TL/jungle gym tile, you can reload at best twice, and even then have to go out of your way to reload the second time most the time. The survivor can then choose either to leave the tile or continue looping it. 7 hatchets is infinitely more forgiving then the 1 spike when after the first reload you need to go 4/5s out of the way (losing 10s total) to get another spike, and huntress lockers are everywhere. The slowdown is the 10s/12s he spends going out of his way to get said spike. And if he misses, look at where hes going to reload and make distance off it. ITS NOT HARD. this is easily the worst argument you couldve made.

    "Fair point OE wouldn't be a particularly good power on It's own, but instant traversal with very little cooldown is strong on any killer and makes his powerful ranged attack even more OP." - we agree here. His ranged attack is made Strong (not OP imo, a few small tweaks are needed) by having the traversal and the haste off power. The issue is we see instant traversal on a bunch of killers (dredge, springtrap, xenomorph hey even arguably hag) and we see that that alone isn't strong. And again, his ranged attack alone would make him B/C tier, because its a 1 shot reload with nothing else and has a pretty unforgiving hitbox given how easy it is to juke.

    Overall, the nerfs I personally think he needs are reduced haste from 25s to 10s, decreased scrap pile spawns and increase OE cd so he can't spam it, and once he uses it he has to commit.

    If it's taking you 10-12 seconds to reload, you're doing something wrong. Watch any gameplay, there is always a hook or a scrap pile nearby - you can just enter power and grab something, then get full info on where to throw it. Reloading takes 0.5s in power.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098452#Comment_4098452

    If it's taking you 10-12 seconds to reload, you're doing something wrong. Watch any gameplay, there is always a hook or a scrap pile nearby - you can just enter power and grab something, then get full info on where to throw it. Reloading takes 0.5s in power.

    it takes 10-12 seconds after the first reload as scrap piles have a cooldown between reloads. Watch any gameplay, you see people having to move to alternate source between reloads. I believe you can only reload at one once before going into OE or waiting the extensive cooldown. Some sources say you can do it 3 times, but the majority say once and then a large cooldown/ wait to OE.

  • @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098465#Comment_4098465

    it takes 10-12 seconds after the first reload as scrap piles have a cooldown between reloads. Watch any gameplay, you see people having to move to alternate source between reloads. I believe you can only reload at one once before going into OE or waiting the extensive cooldown. Some sources say you can do it 3 times, but the majority say once and then a large cooldown/ wait to OE.

    You can grab a spike, throw, enter power and reload immediately. And then of course there are hooks. You only need to be 1.5-2 meters away from the reload point. At most you just need to flare out to grab something from the 20+ points on the map. No projectile? Just M1 at 4.6. Jason is not struggling.

  • My brother in christ. You get a wesker situation and want to go back to nurse all day?

    Jason is a good killer. He really is. But his chase power is severely skill based, his map traversal power has specific spots where he can appear and he suffers from high walled maps like any other ranged killer.

    His addons are too strong, i agree, but his basekit is completely fine.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098468#Comment_4098468

    You can grab a spike, throw, enter power and reload immediately. And then of course there are hooks. You only need to be 1.5-2 meters away from the reload point. At most you just need to flare out to grab something from the 20+ points on the map. No projectile? Just M1 at 4.6. Jason is not struggling.

    "You can grab a spike, throw, enter power and reload immediately. And then of course there are hooks. You only need to be 1.5-2 meters away from the reload point. At most you just need to flare out to grab something from the 20+ points on the map. No projectile? Just M1 at 4.6. Jason is not struggling."

    It seems you just read part of my original message, and have hyperfocused on that one part. If you had read the entire thing, you'd see i suggested nerfs to him at the very end that could make him a bit more punishing for misplays. For example, less scrap hooks. However, thats not to say he doesnt get punished after missing 2/3. To act like he gets infinite reloads is insane behaviour. Yes jason needs nerfs, no he doesnt need you bigging up the weaker parts of his kit to focus nerf them.

    Overplaying parts of his kit just makes you seem like you have no idea what your saying. You don't need to overplay parts of his kit, he does need nerfs without it, instead of acting like his ranged attack is a god given gift maybe look at it in isolation and reconsider. His ranged attack, by itself, wouldnt not even be seen as a B tier killer most likely, Which would put him a league below huntress and deathslinger, the ranged killers who only have that going for them instead of some sort of map traversal ect. His ranged attack just isn't all that, its the combination of everything, as you mentioned his haste here (which is widely accepted as one of the problematic parts of his kit, and something I called for a nerf on the original post you commented on) which does need toning down.

    No, Jason is not struggling, but joining a conversation discussing his ranged attack in isolation, and then defaulting to "oh his entire kit is strong" does nothing for the conversation. Maybe, instead of reading 1/2 lines or skim reading take the entire comment into consideration before commenting on it.

  • I think the core issue is that he does everything.

    → He moves at 200 % for unlimited time

    → he blocks pallets and windows when he jumpscare

    → he gets immidiate haste and option to attack

    → you don't crouch and do something, you get revealed

    → you try to avoid him in locker, you get revealed

    → he has best projectile

    → he's only range killer moving at base speed for most of the game

    → he can reload mid chase without slowing down every 8m

    → he can instantly repair broken hooks, so sabotage doesn't work

    → he has add ons that allow him remove everything other killers struggle with just by him pressing m2

    They can't fix him without reworking his kit, I don't mind him being strong but him being design around passive play and evasion

  • @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098447#Comment_4098447

    "Its way easier to hit than huntresses"- its also way easier to dodge

    "it is a guarenteed health state unlike deathslingers"- If your not getting the hit from a deathslinger shot then your doing something wrong, and since most deathslingers should be running forced penance if they bodyblock they get broken and you get a healthstate on someone.

    "Plus the disruption of the push and lack of slowdown after throw makes it much easier to 2 tap people"- Unless the survivor walks into a wall they should make distance to the next loop from the pushback+speed burst. Your definition of 2 tap here has to be hitting twice within 30s, which huntress can do much better.

    "7 hatchets in reserve doesnt really apply when jason can just grab another spear from every junk pile and hook which are spread all over the map midchase without any appreciable slowdown"- During a loop of any TL/jungle gym tile, you can reload at best twice, and even then have to go out of your way to reload the second time most the time. The survivor can then choose either to leave the tile or continue looping it. 7 hatchets is infinitely more forgiving then the 1 spike when after the first reload you need to go 4/5s out of the way (losing 10s total) to get another spike, and huntress lockers are everywhere. The slowdown is the 10s/12s he spends going out of his way to get said spike. And if he misses, look at where hes going to reload and make distance off it. ITS NOT HARD. this is easily the worst argument you couldve made.

    "Fair point OE wouldn't be a particularly good power on It's own, but instant traversal with very little cooldown is strong on any killer and makes his powerful ranged attack even more OP." - we agree here. His ranged attack is made Strong (not OP imo, a few small tweaks are needed) by having the traversal and the haste off power. The issue is we see instant traversal on a bunch of killers (dredge, springtrap, xenomorph hey even arguably hag) and we see that that alone isn't strong. And again, his ranged attack alone would make him B/C tier, because its a 1 shot reload with nothing else and has a pretty unforgiving hitbox given how easy it is to juke.

    Overall, the nerfs I personally think he needs are reduced haste from 25s to 10s, decreased scrap pile spawns and increase OE cd so he can't spam it, and once he uses it he has to commit.

    It definitely dodgeable but the projectile speed is WAY faster than huntresses. And her hatchets are souch slower to ready, recover from and harder to aim than jason's spears.

    Your nerfs sound good, I'd just add maybe a slight recovery after a throw and he wouldn't feel so oppressive

  • @Angy_Quentin said:

    My brother in christ. You get a wesker situation and want to go back to nurse all day?

    Jason is a good killer. He really is. But his chase power is severely skill based, his map traversal power has specific spots where he can appear and he suffers from high walled maps like any other ranged killer.

    His addons are too strong, i agree, but his basekit is completely fine.

    Wesker doesn't start every chase directly behind you with a mountain of free information, haste, and a ranged attack.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098452#Comment_4098452

    It definitely dodgeable but the projectile speed is WAY faster than huntresses. And her hatchets are souch slower to ready, recover from and harder to aim than jason's spears.

    Your nerfs sound good, I'd just add maybe a slight recovery after a throw and he wouldn't feel so oppressive

    I mean if the nerfs i suggest aren't enough sure, id be fine with more after, I think the nerfs I've suggested would at least change the perception of him in game and make him feel less oppressive without him feeling clunky. But thats another nerf id be ok with.

  • I feel like its fair to point out that Jason's teleport isn't similar to Dredge's. Dredge has a longer teleport cooldown at the beginning of the game since he ACTUALLY can teleport across the map. What we call Jason teleporting alot of the times is just him entering his stealth form and moving quickly. Hes more similar to Dracula in that sense who also doesnt have to wait to enter bat form to move across the map.

  • great ideas all around. I do think that he has way too much handholding in his kit to be an ranged killer. The power creep is insane

  • @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098491#Comment_4098491

    I mean if the nerfs i suggest aren't enough sure, id be fine with more after, I think the nerfs I've suggested would at least change the perception of him in game and make him feel less oppressive without him feeling clunky. But thats another nerf id be ok with.

    That's the main thing. I don't want to see him absolutely gutted. That would be a huge disservice to such an iconic killer. I just want him not not be oppressive and a slog to play against. I'm getting heartily sick of games against jasons, it's running at a solid 30-50% on my current game sessions. And so many of them are running full hex builds and/or proxy camping hooks to hard tunnel.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098478#Comment_4098478

    Wesker doesn't start every chase directly behind you with a mountain of free information, haste, and a ranged attack.

  • His OE is counterable by identifying spots where he will appear with high probabiliy and by identifying safe gens.

    His ranged attack is dodgeable and suffers from certain map structures like any other ranged killer.

    His addons are too strong and some minor problems like totem builds need to be adressed, but apart from that hes good.

    Do you got arguments or only hate?

    @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098478#Comment_4098478

    Wesker doesn't start every chase directly behind you with a mountain of free information, haste, and a ranged attack.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098497#Comment_4098497

    That's the main thing. I don't want to see him absolutely gutted. That would be a huge disservice to such an iconic killer. I just want him not not be oppressive and a slog to play against. I'm getting heartily sick of games against jasons, it's running at a solid 30-50% on my current game sessions. And so many of them are running full hex builds and/or proxy camping hooks to hard tunnel.

    I dont think nerfing something based off its pick rate is a good idea.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098516#Comment_4098516

    I dont think nerfing something based off its pick rate is a good idea.

    Nor would it be if that's what I was doing. It's based on the mechanics. High pickrate is just a symptom of a new killer and also an easy win button of which jason is both.

  • @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098447#Comment_4098447

    "Its way easier to hit than huntresses"- its also way easier to dodge

    "it is a guarenteed health state unlike deathslingers"- If your not getting the hit from a deathslinger shot then your doing something wrong, and since most deathslingers should be running forced penance if they bodyblock they get broken and you get a healthstate on someone.

    "Plus the disruption of the push and lack of slowdown after throw makes it much easier to 2 tap people"- Unless the survivor walks into a wall they should make distance to the next loop from the pushback+speed burst. Your definition of 2 tap here has to be hitting twice within 30s, which huntress can do much better.

    "7 hatchets in reserve doesnt really apply when jason can just grab another spear from every junk pile and hook which are spread all over the map midchase without any appreciable slowdown"- During a loop of any TL/jungle gym tile, you can reload at best twice, and even then have to go out of your way to reload the second time most the time. The survivor can then choose either to leave the tile or continue looping it. 7 hatchets is infinitely more forgiving then the 1 spike when after the first reload you need to go 4/5s out of the way (losing 10s total) to get another spike, and huntress lockers are everywhere. The slowdown is the 10s/12s he spends going out of his way to get said spike. And if he misses, look at where hes going to reload and make distance off it. ITS NOT HARD. this is easily the worst argument you couldve made.

    "Fair point OE wouldn't be a particularly good power on It's own, but instant traversal with very little cooldown is strong on any killer and makes his powerful ranged attack even more OP." - we agree here. His ranged attack is made Strong (not OP imo, a few small tweaks are needed) by having the traversal and the haste off power. The issue is we see instant traversal on a bunch of killers (dredge, springtrap, xenomorph hey even arguably hag) and we see that that alone isn't strong. And again, his ranged attack alone would make him B/C tier, because its a 1 shot reload with nothing else and has a pretty unforgiving hitbox given how easy it is to juke.

    Overall, the nerfs I personally think he needs are reduced haste from 25s to 10s, decreased scrap pile spawns and increase OE cd so he can't spam it, and once he uses it he has to commit.

    It's not easier to dodge, it has a smaller environment collision and a large player collision, there was a video going around online showing it compared to huntress and slinger.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098390#Comment_4098390

    Yeah this is my issue with jason. Either one of his powers would work well enough on it's own for a killer. Particularly the spear, far and away the best single ranged attack any killer has atm.

    Both together is kinda of nuts.

    Are you absolutely sure his recovery is worse than huntresses? I might need to test them in customs but having played both I'm sure huntress is slowed and unable to swing for longer after a shot than jason. Or maybe it's the disruption of jason's attack pushing you and making you hut and object that you then have to move around.


    Statistically yes, his recovery speed and time is slower and longer than Huntress. The reason he feels faster is because he’s a good 5 or 10 percent faster moving while he’s holding the spear about to throw it, and like you mentioned it stuns survivors for almost a whole second when they get hit by a spear. Huntress hatchets allow instant movement.

    @LordGlint said:

    I feel like its fair to point out that Jason's teleport isn't similar to Dredge's. Dredge has a longer teleport cooldown at the beginning of the game since he ACTUALLY can teleport across the map. What we call Jason teleporting alot of the times is just him entering his stealth form and moving quickly. Hes more similar to Dracula in that sense who also doesnt have to wait to enter bat form to move across the map.

    While I agree with your statement, the speed that Jason moves in omnipresent evil is essentially a slower teleport. Also in actually moving across the map, he gets 20x the amount of info a Dredge would from checking 3 lockers, which he’s forced to exit the third locker. Overall Jason either needs a slower “teleport,” or he needs the info he gets while in it greatly reduced. Currently he has both and it makes Dracula’s bat form look like child’s play (it moves at 6.5 m/s compared to Jason’s 8 m/s and he’s also both audible and visible during it, and cannot see survivors other than scratch marks) and Dredge’s teleport look like a joke.

  • As I've gotten used to him I decided the problem with Jason is his synergy with hexes especially Thrill. If you make him unable to see people on totems in OE or nerf Thrill I think he's mostly fine.

  • @Xendritch said:

    As I've gotten used to him I decided the problem with Jason is his synergy with hexes especially Thrill. If you make him unable to see people on totems in OE or nerf Thrill I think he's mostly fine.

    Its actually a misconception that he's able to see players on totems specifically. Technically he's allowed to see everyone who has not been crouched for more than 2 seconds with a red mist. It happens that performing any action (cleansing, healing, repairing, etc.) counts as standing and not crouching, even if the playermodel is crouching. Totem Jason would still exist even if they removed his ability to see red mist on standing survivors outright, as he could always pass closer by the totem and hear the survivor cleansing it. Currently its just extra overkill since he can see red mist over the totem from a maximum of 16 meters away while he zooms past it at 8 meters per second lol

  • @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098425#Comment_4098425


    Statistically yes, his recovery speed and time is slower and longer than Huntress. The reason he feels faster is because he’s a good 5 or 10 percent faster moving while he’s holding the spear about to throw it, and like you mentioned it stuns survivors for almost a whole second when they get hit by a spear. Huntress hatchets allow instant movement.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098506#Comment_4098506

    While I agree with your statement, the speed that Jason moves in omnipresent evil is essentially a slower teleport. Also in actually moving across the map, he gets 20x the amount of info a Dredge would from checking 3 lockers, which he’s forced to exit the third locker. Overall Jason either needs a slower “teleport,” or he needs the info he gets while in it greatly reduced. Currently he has both and it makes Dracula’s bat form look like child’s play (it moves at 6.5 m/s compared to Jason’s 8 m/s and he’s also both audible and visible during it, and cannot see survivors other than scratch marks) and Dredge’s teleport look like a joke.

    The entire reason Dredge and Onryio have an initial cooldown is because there is special counterplay the survivors are expected to do. Survivors need time to lock lockers and get to TVs to get the tape. If there WAS no initial cooldown for those two, there would be no time to do those things and the killer would be on them 2 seconds after they gain control of their character.

    These issues arnt present with Jason since like Dracula, there's no special interactions survivors are expected to do and the killer is expected to cross the map. Dracula bat form might be abit slower than OE, but with double the teleport range... id say he can cross the map about the same speed.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098526#Comment_4098526

    Nor would it be if that's what I was doing. It's based on the mechanics. High pickrate is just a symptom of a new killer and also an easy win button of which jason is both.

    Sorry then, it just came across like that since you said "im getting sick of games against Jason, its running at a solid 30-50% of my game sessions". It sounds very similar to "i want ppl to pick something else".

  • @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098543#Comment_4098543

    Its actually a misconception that he's able to see players on totems specifically. Technically he's allowed to see everyone who has not been crouched for more than 2 seconds with a red mist. It happens that performing any action (cleansing, healing, repairing, etc.) counts as standing and not crouching, even if the playermodel is crouching. Totem Jason would still exist even if they removed his ability to see red mist on standing survivors outright, as he could always pass closer by the totem and hear the survivor cleansing it. Currently its just extra overkill since he can see red mist over the totem from a maximum of 16 meters away while he zooms past it at 8 meters per second lol

    CAN he hear the totem? I know alot of audio is turned off when hes in OE mode such as grunts of pain.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098549#Comment_4098549

    CAN he hear the totem? I know alot of audio is turned off when hes in OE mode such as grunts of pain.

    I feel like he should, he can hear generators. Its just noises specific to survivors he can't hear, like grunts or breathing. Its not specified on the wiki I don't think, so I'd test it to be sure honestly. But it'd make sense that he can hear the cleansing, chest opening, healing, etc if he's close enough, since they're kind of environmental sounds and not survivor specific. If they got rid of the whole "red mist being visible when standing still," and the tradeoff was him being able to hear some of these noises, I think it'd be a lot fairer than the current 16 meter extremely noticeable red mist that gives away your exact location for free.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098452#Comment_4098452

    It's not easier to dodge, it has a smaller environment collision and a large player collision, there was a video going around online showing it compared to huntress and slinger.

    "it has a smaller environment collision and a large player collision"- I'd very much like to see this video, because I've been seeing shots on my end that were almost certainly hits/looked like hits that missed that matched my thoughts on player+environment collision being the same. Not saying your wrong, I'd just like to see this because Itd help me perception on jasons ranged attack a lot.

    If you could like it in your response id be greatful :)

  • @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098531#Comment_4098531

    "it has a smaller environment collision and a large player collision"- I'd very much like to see this video, because I've been seeing shots on my end that were almost certainly hits/looked like hits that missed that matched my thoughts on player+environment collision being the same. Not saying your wrong, I'd just like to see this because Itd help me perception on jasons ranged attack a lot.

    If you could like it in your response id be greatful :)

    Im not even sure how you COULD test that since survivor models dont match their hitboxes.

  • @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098531#Comment_4098531

    "it has a smaller environment collision and a large player collision"- I'd very much like to see this video, because I've been seeing shots on my end that were almost certainly hits/looked like hits that missed that matched my thoughts on player+environment collision being the same. Not saying your wrong, I'd just like to see this because Itd help me perception on jasons ranged attack a lot.

    If you could like it in your response id be greatful :)

    Here you go

  • @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098578#Comment_4098578

    I feel like he should, he can hear generators. Its just noises specific to survivors he can't hear, like grunts or breathing. Its not specified on the wiki I don't think, so I'd test it to be sure honestly. But it'd make sense that he can hear the cleansing, chest opening, healing, etc if he's close enough, since they're kind of environmental sounds and not survivor specific. If they got rid of the whole "red mist being visible when standing still," and the tradeoff was him being able to hear some of these noises, I think it'd be a lot fairer than the current 16 meter extremely noticeable red mist that gives away your exact location for free.

    I feel like MAYBE a good middleground would just be like him have the same tracking tools Spirit and bat form Dracula have. He'd still have SOME way of using his OE mid chase, would be able to see scratch marks further than footprints now... but wouldn't be able to see them through walls and separate floors.

  • Yeah that video is weird, ok. It seems his ranged attack is better than huntresses. She still has 7 to his 1, but yes absolutely theyre the same hitbox for players. TY for clearing the confusion.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098585#Comment_4098585

    Im not even sure how you COULD test that since survivor models dont match their hitboxes.

    The guy sent a video in a earlier response, it showed it pretty well.

  • @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098594#Comment_4098594

    The guy sent a video in a earlier response, it showed it pretty well.

    Yeah, I saw he sent that aftwards. Kinda wish they did the comparison on the same map. Im trying to watch it on my phone and going from day time earie of crows to a night time map, I couldn't even see the survivor at first, let alone pay attention to the distance.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098478#Comment_4098478

    Wesker doesn't start every chase directly behind you with a mountain of free information, haste, and a ranged attack.

    No wesker doesnt have haste he has exact same speed as jason both are 4,6 m/s (just jason looses it after 25 seconds).

    I would argue weskers two dashes can be better on some loops then jasons spears where he has one shot and must be very accurate or he must go his way out of chase to refil it or use power all that makes jason better than wesker is his mobility which wesker doesnt have and his two dashes just do little more distance then walking there with W.

    All I would change on jason is his power cooldonw just 12 seconds is bit short so atles make it like 15, then I would increase his cooldown on omnipresent at the start of the match to these 12 seconds minimaly (it would kinda even help him because survivors would start on gens and thats when he would later could locate them or palces where they were or are).

    Another change would be limited omnipresent time so he cant stay in it as he likes or limit detection of his power to like 25 seconds or around that number this would make him more well done.

    In my opinion his spear is good and doesnt need any changes, his anticamp cooldown on his mobility isnt that bad either and the speed buff well if these changes would go through I suggest I dont think it needs another nerf it would make just his mobility more limited in use and make games go faster by not making him able to being in power as he likes and camp in it or atleast he could loose the tracking ability after some time as I suggested above.

  • Killer 'apologist' youtube channels whose sole purposes are to complain about every new killer release being underpowered would watch that video and tell you that his spear is still worse than Huntress' hatchets because he can't carry 7 spear hooks on his back and throw them in quick succession like Robin Hood firing street-sign sized arrows at people

    Jokes aside, his reload is really not as debilitating as people think. Once you reach a reload point its instantaneous, unlike Huntress or Trickster who both take 3 seconds of standing still in front of a locker to reload. One would think that with only 10 scrap piles on the map, this would be worse than the around 20 lockers on average that spawn on most maps. However there is also usually at least 10 hooks, sometimes an upwards of 15 hooks, on any given map. Meaning even the most generous estimate of 25 lockers on a map would be tied with the most generous number of reload locations for Jason, also at 25. Some could argue his scrap piles and hooks are usually in more favorable locations than lockers, as not all tiles spawn with lockers in traffic areas, some don't spawn any at all and instead have them in dead-zones or edge-map locations.

    Overall his spears having the hitbox size of a hatchet with the environment hitbox of a Trickster blade is pretty crazy and gives a lot of potential for him in chase, which makes the other half of his kit (omnipresent evil) being overtuned so much more baffling. Makes me wish they gave the same treatment to Cenobite whose tiny chain gets stuck on everything in the environment, but hitting survivors has to be dead center like a Trickster blade. Seriously though, did BHVR think everyone would disregard Jason if he didn't have a trick for every situation? Mini-moris or pinning survivors to counter flashlight saves and decisive strike, pallet breaking when exiting OE, instant reload at as many locations as other ranged killers, free info on survivors in lockers or standing still while in OE, map mobility the speed of Blight, and a 12 second cooldown on OE allowing it to be spammed in chase. The list goes on. But the best part is that they didn't bother giving him actually useful perks, so there's no reason to buy the chapter other than for Jason himself.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098610#Comment_4098610

    Yeah, I saw he sent that aftwards. Kinda wish they did the comparison on the same map. Im trying to watch it on my phone and going from day time earie of crows to a night time map, I couldn't even see the survivor at first, let alone pay attention to the distance.

    Honestly it's more the hitting to the right then the hitting through the window of shack like deathslinger AFAIK she can't hit through that window? Maybe I'm wrong.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098530#Comment_4098530

    Sorry then, it just came across like that since you said "im getting sick of games against Jason, its running at a solid 30-50% of my game sessions". It sounds very similar to "i want ppl to pick something else".

    Nah, tbh i usually don't mind when ppl play new killers loads, only have an issue when they're unfun to play against.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098610#Comment_4098610

    Yeah, I saw he sent that aftwards. Kinda wish they did the comparison on the same map. Im trying to watch it on my phone and going from day time earie of crows to a night time map, I couldn't even see the survivor at first, let alone pay attention to the distance.

    Ah fair yeah

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098612#Comment_4098612

    Honestly it's more the hitting to the right then the hitting through the window of shack like deathslinger AFAIK she can't hit through that window? Maybe I'm wrong.

    For sure... but if they're trying to showcase minor differences, it would've helped to have it all in the brightly lit area.

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