Jason Feedback
The only part of his kit I don't like is the fact that he gains haste after using his jumpscare. What is the point of making him 110% if he can just counter act it permanently.
Springtrap needs to lose his ranged attack to be 115% but Jason just needs to tp on a short cooldown. His other issues are fixable with number tweaks, but his haste is the only thing I believe should be taken away.
Edit: For those that don't know; After triggering a Jumpscare, Jason gains 4.5454 % for 25 seconds. Omniprescent Evil is on a 12 second cooldown
Edit 2: Also, when impaled by a Hook Spike. Jason can see the Spike through walls and survivors trying to remove the Spike are Hindered by 10%. Letting go of this action resets it's progress. He doesn't need to have haste when this mechanic exists.
Comments
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"What is the point of making him 110% if he can just counter act it permanently."
presumably there are moments of time in the match where he isnt using the traversal mechanic. Kind of a strange statement to say in my perspective
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When he Jumpscares, he becomes 115% for 25 seconds. His tp is on a 13 second cooldown.
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i havnt played as or against jason, ive only seen videos but from what ive seen most of the time he isnt in jumpscare mode, majority of the time he is chasing.
his tp is a bunch of down time if hes tp across map.
though i am suprised its 25 seconds. i would have expected like 10-15 because he probably needs that initial speed boost.
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With how fast his projectile is and the map mobility he has, plus you can use his tp to block windows and pallets (and break pallets) I don't think he needs the initial speed, let alone for how long he keeps it.
His tp doesn't have a lot of down time, it's on a 12s cd. That's Dredge tp cd. And yes, in gameplays he is mainly chasing. But he is mostly chasing as a 115% killer with a really strong ranged power.
You find a survivor's aura, tp nearby, gain haste for 25 seconds, in that time you either down quick or lose chase, go back into OE and then rinse repeat until you down them.
My main gripe is that a killer with that level of lethality and mobility should just be 110% and not have a way to bypass this weakness just by playing normally.
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I think the post-Jump Scare Haste is a little excessive. I honestly think he'd be okay without the Haste at all, but obviously that'd be an unpopular change to make. Reducing its duration sounds reasonable to me.
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I want it removed too.
He has insane mobility and tracking with his Omnipresent Evil, as well as aggressive use of it in chase allows him to block pallets and windows, on top of him being able to Hinder Survivors that try to remove lodged hook spikes from themselves.
He doesn't need to be faster at any point outside of Omnipresent Evil.
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I don't find myself needing 25 seconds of haste at most like 10-15s in order to help counter sb and whatnot.
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I honestly can't tell? It's same thing as with Ghoul or Vecna II, technically there is a cool down, but they are in their special ability 24/7 so what's the point? It's a bizarre design, problematic, maybe not, maybe yes, but bizarre nonetheless
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Jason is fine & is balanced perfectly, Nothing is wrong with him.
This is the one sided whining tribalism that needs to go already.
Because of this Krasue got destroyed, Bearly seen now due to some not all survivors. Not wanting to learn her counter play.
Now you’re complaining about Jason, Even tho he’s been out barely a day.
Every time now on day one a new killer comes out, This bad habit needs to stop with the one sided narrative.It’s bad for community & over all games health !
Stop it already, He’s been out a day & you’re complaining.
It shows your true intentions,
Play both sides learn & adapt have fun in the fog !
This is coming from a player, Who does play both sides & has been activity playing since 2019.
Just stop with one sided narrative, Jason hasn’t even been out for 2 months to even get more data on him.
Personally he’s an A- at best.
Happy 10th anniversary all!
🍾
Post edited by TsukiYurei on-4 -
i just played my first match against him and while ill need more, i do feel it seems like a bit too fast to enter the mode. in the match after a hard tunnel on the weak link right away me and the other 2 held out for a while but when it was done to 1 gen there is nothing we could do because since his mode has no time limit and he can tell what gens are touched its completely stalled out and a loss if i touch the gen because he was literally omnipresent lol.
ill need more to form opinions. Im nowhere near as harsh on killers as is popular among players but i can see how his tp power might need to have a limit at least with how long you can stay in the mode. I also dont think hiding in a locker should be allowed to make you scream.
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killer is my favorite role to play.
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The aura reading on the Spike when embedded in a survivor seems unnecessary to me, particularly given how easy it is for him to grab more ranged weapons. Feels like he has just 1 too many things in his kit, otherwise I think he is fine.
Of course he just released so I'll need to play more matches as and against him to be sure. These are just my initial thoughts.
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I disagree, If you’re smart & watch your surroundings while Jason is around.
You just need to dodge his spear,
The aura reading for the small amount of time you have it, On the spear is super fair.
I quote what I said before, Read what I said.^^^
Your being one sided, Example survivors can run perks that gives you the killers aura for 20+ metres.
(Mind you this aura reading on the killer is all time throughout the trial, Unlike Jason’s speared survivors)
But no way an small aura for an short time on an speared survivor,
Just dodge his spear learn & adapt.
This is the one sided narrative that’s hurting the games health & the community, Just stop.
Play both sides, Learn and adapt. Have fun in the fog all.Post edited by TsukiYurei on-7 -
Counter his killer instinct by crouching. Counter his haste by having SB, lithe, or the standard load-out. Counter his spear by dodging, he can't change the aim in the last good bit of the animation. Spread out. Gen rush. Win.
He's not that different to face than other killers. If you are bothered by the haste just champion of light him or pallet him. His spear is limited enough, so you only need to dodge one toss per reload. He's B tier. He'd be A- if he didn't already inflict hindered and have a 5% haste, which locks him out of hindered/haste perks without getting hit by the DR wiffleball bat.3 -
I do play both sides, about 50/50. Though I would consider myself a killer main as I am more proficient in that role. As reference I have 3 p100 killers and no p100 survivors not that prestige means much.
Killer has only been out a day so of course there are going to be lots of different options and discourse on them as players gain experience. I even conceded this point myself.
However, just because I have thoughts on a new killer that lean towards them needing adjustments to their power does not make me one sided. Assuming I don't play both sides just because I offer the slightest feedback is a bit absurd. The purpose of a forum is to promote discourse and discussion, not shut down conversation you disagree with by saying opposing options are being biased. Saying I am "one sided", or "just dodge the spear" is not constructive at all.
You automatically assuming that anyone suggesting Jason needs adjustments is simply being one sided, is it itself ironically being one sided.
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I got called a toxic survivor main the other day for thinking Jason needed minor nerfs even tho I'm 70/30 killer/survivor split. People genuinely just hate it when killers receive changes good or bad.
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I do feel it is bizarre, especially when he has so many options within his kit as is. I just think that if you design a killer to be 110% for a reason, keep them at 110%.
Unlike Springtrap where he loses his ranged attack and then becomes 115%, Jason doesn't trade anything and then just is 115%
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But doesn't "just use meta" or "just gen rush" sound like such a boring way to play against a killer? All I am saying is that with all the options he has in his kit, having him be 115% technically instead of having him be 110% is counterintuitive.
If I play survivor, I want to be chased/hunted. I want to feel like if I play well I can escape. But him having this haste gives him a way to play around his natural weakness with little input.
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You're right about Krasue being over-nerfed, but the rest of your comment is so disingenuous. I voice my opinion about how he has felt facing over 3-4 hours of gameplay as playing against him. I felt as though if you make killers 110% so that they have to rely on their power more in chases, and then give them a very adaptable power with aggressive tp's, a strong ranged attack and the ability to mind game with the Spike aura, they really shouldn't have an option to just ignore it and be an M1 killer.
That is my only complaint but you don't want to hear and see it as crying. "Shows your true intentions"? Yes, I want to have a fun game, I just think he has this one thing too much in his kit. Having so far hearing that his counterplay either boils down to "play meta/gen rush" or "just don't get hit" is silly and doesn't help Jason's case when it comes to other pieces of feedback.
I do play both sides of the game and started playing around the same time you did it seems, but that doesn't matter here. Where he is on a tier list or anything like that doesn't matter either. A killer can be low on someone's tier list and still have unfair components to them, like Pig pre-nerf where she could camp a box and guarantee a kill.
People giving feedback/opinions will always be one sided to themselves.
His kit allows for a lot of skill expression and he is a welcome sight into the fog.
Despite this, if you find him fun go for it don't let anyone stop you from enjoying the game.
Happy Anniversary!
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Every side is important, every feedback matters.
Survivior experience matters. They need to enjoy the game and have a good time aswell.
No one will come if they are a punch bag for killers.I've been playing more survivior yesteday than killer and losing the games at 4 gens didn't feel good at all.
If surviviors don't enjoy they game, they won't be playing - that's just the fact.
Without surviviors killer queue will be very high.Krasue's counterplay is taking hits and being coordinated, this is just impossible without comunication, which means solo queue is in big disadventage.
She is still very strong btw, people don't play her because there is nothing special about it. She was busted and new, that's why people played her back when she was released. Krasue nerfs were needed.Jason definitely needs adjustments.
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"We at monkeypaw interactive saw your complaints about him being hasted so often and decided to make him 4.6 so he doesnt have to be hasted anymore."
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I don't know about this.
People keep referring to Jason as a 'ranged' killer justifying his 4.4, as if his isolation to 4.4 is the primary tool of his kit revolving around the ranged. But his 'ranged' facet is weakest, and frankly among ranged killers has one of the weakest applications. He's not a 'ranged' killed with a speedy teleport. He's an M1 with a single ranged utility. In this sense I don't see problem with his haste on OE, as it brings him to a competitive place and inherently punishes anyone who wants to run haste/hindered perks on him. Additionally the pallet/vault animation slow down helps to balance the rush.
I think his primary weakness isn't his 4.4 nature. If he was flatly 4.4, I think Jason would be dead in the water and would accept few arguments on the matter - his ranged capabilities are simply too crippled to justify it. Removing the haste wouldn't be 'correcting' for his weakness, it would be destroying what capability he has.
I think his real weakness is just the current, boring meta of gen-rushing. Which yes, whole-heartedly I agree is boring. But once Jason engages, all you need to do is stealth around him, spread out, and stick to gens. His power is poor at picking up on stealth, and the perks for survivors including things like elusive just become more and more relevant to counter-act him.
Jason can rush around all he wants, but whether he is 4.4 or 4.6 doesn't matter overly much when a loop is still a loop to him. His anti-loop is weak, leaving him only with the ability to spam OE: and any survivor who wants to counter him will learn to recognize when he activates OE and goes 'blind', and will use that window of time to break to a new loop and potentially stealth out. He's not dissimilar to knight in his counter-play.
Recognize when he's activating OE to disengage or try to get a drop on you in loop, and GTFO. He has little counter for this. His spear chuck is no real threat when the animation lock means you can dodge at the last moment fairly easily. If you play with your 'back' to an open area, you can even trick him into giving you more distance and eat the spear to use the push away to escape.
His counter is largely, imo, pre-baked into his kit. Just keep looping/running/stealthing while your other survs stick to gens. If he's a particularly resourceful Jason he's going to pull a hook as ammo and you can elect to go down under that hook, disabling him from any easy hook and opening him up for saves.3 -
For his hook spikes, the hooks are only disabled for 30 seconds, and refresh instantly when he uses OE.
The only thing that counters his aura in OE is crouching/crouch walking, no perks affect it like other killer powers.
Playing stealth does help against him, but all he has to do is guess and tp to get a 16m killer instinct.
When activating OE he can tp almost instantly instead of having to wait for his Husk to disappear.
He has clear timings where survivors can make attempts to counter him, but he has equally short windows where he himself can be more reactive.
I still don't believe he should have the haste, and he wouldn't be dead without it.
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I said this during the PTB feedback - if it's so easy to maintain (which it is, you get the haste for twice the omnipresent cooldown) why have it at all? There's no skill expression there, it's just making a 110 killer 115 at all times.
I think a reduced duration is probably a good compromise, given I guarantee removing it entirely would be hated by most players, despite me thinking he'd be absolutely fine without it from my play sessions.
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For his hook spikes, the hooks are only disabled for 30 seconds, and refresh instantly when he uses OE.
30 seconds is a long time in gen progress terms. If a Jason slugs you under a hook and waits like that, that's more time than any other killer would have to spend hooking someone. That's a base-kit disadvantage, which is what I was suggesting it to be.The only thing that counters his aura in OE is crouching/crouch walking, no perks affect it like other killer powers.
So? No perk blocks Plague's vomit. No perk blocks Xeno seeing your footsteps in tunnels. No perk blocks legion turning you into a mending simulator. I'm not sure how there not being a perk instant-counter is an argument, no offense. There shouldn't be perks that fully shut down a killer power. What would be the point of playing that killer if there were?Playing stealth does help against him, but all he has to do is guess and tp to get a 16m killer instinct.
Crouching disables the KI trigger. It has a built-in counter, as I said. 'He can guess and may get me' is not a solid reason to be advocating for nerfing something. 'He can guess' could be used as an excuse to nerf Huntress orbitals. I get what you mean that it's rough, but that doesn't make it invalid.When activating OE he can tp almost instantly instead of having to wait for his Husk to disappear.
No, he can't. There's an animation delay. This is what I mean when I say you can use Knight counter-play against him. Once he triggers OE he can't see you, and you have a solid 2 seconds to GTFO when he cannot detect you. If you have stealth perks you may be able to flat-out disappear like a fart in the wind. He has to animation delay into OE, then he has to trigger it and trigger the animation delay on coming out of OE. If you can't turn 4 seconds into a new loop, that's not a Jason's kit issue.
Respectfully, of course. I just don't see the point here. All of the things you have listed as issues are not exacerbations of haste, so why are we focusing on the haste? If he were a 4.4 m/s flat, his OE would be worthless. He could initiate a mid-chase and then proceed to the looping of most 4.4 m/s which is an unbearable experience no one would want to suffer.
That being the case I'm happy to agree to disagree. I think the haste being removed would kill him outright short of sizable buffs in other departments, which would potentially make him a lot more of a problem. And I'm saying that as someone that doesn't even like OE and wishes his spear chucking was more of a factor.1 -
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Post edited by Janeishere on0 -
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Krasue is still fine? She's just no longer stronger than nurse lol. Having broken killers is bad for the games health.
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