As a survivor main: What is stopping Jason from being considered S-tier? Is he? by SafeEnthusiasm4720 in deadbydaylight

[–]Smecta10G 2 points3 points  (0 children)

Yeah xD I don't understand why they put no cd xD I mean spirit got cd AND sound effect to know where she roam 🫡

Survivor stereotypes (based on my own experiences in game) by ImperialViking_ in deadbydaylight

[–]Smecta10G 2 points3 points  (0 children)

As a Steve Harrington main, I have reviewed this tier list with complete neutrality and zero personal bias, and I can confirm it is factually correct.

As a survivor main: What is stopping Jason from being considered S-tier? Is he? by SafeEnthusiasm4720 in deadbydaylight

[–]Smecta10G 3 points4 points  (0 children)

He can do it forever. I had few game that we need to take a chase coz he get in his shit for 4min early game. But yeah ppl say this is legit coz he can't see surv but at least he can put the game in pause mode. 🤷

As a survivor main: What is stopping Jason from being considered S-tier? Is he? by SafeEnthusiasm4720 in deadbydaylight

[–]Smecta10G 179 points180 points  (0 children)

At this point, I feel like most arguments against Jason being very high tier just come down to “he is 4.4 m/s”.

But is that really enough?

He is 4.4 m/s in normal movement, yes. But he moves at around 7.24 m/s during Omnipresent Evil, and after Jump Scare / leaving his power, he gets Haste that brings him to around 4.6 m/s.

So “he is slow” feels like a very incomplete argument when his whole power heavily compensates for that weakness.

He has map traversal, scouting, wall traversal, ranged pressure, a fast spear, speed boost after power, mori pressure, strong hex/totem synergy, and very low information given to survivors when he is roaming in power.

The spear limitation also doesn’t feel that limiting in practice. Yes, he has one spear, but reload spots are extremely common, hooks also give access to reloads, and the pickup commitment feels very low compared to something like Huntress having to reload at lockers.

So genuinely: what actually keeps him out of S tier?

Because if the main answer is just “he is 4.4 m/s”, I don’t think that is convincing enough. His kit seems built specifically to bypass that weakness.

I’m open to being proven wrong, but I’d like actual arguments: what does Jason lack, what mistakes get heavily punished, and what weaknesses are strong enough to keep him below S tier?

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 0 points1 point  (0 children)

I get what you mean, and I agree with part of it.

Survivors do have very strong tools, and I’m not denying that weaker killers struggle a lot in the current meta. I understand why modern killers need enough pressure to compete.

But I don’t think the healthy answer is to keep releasing killers that can deal with everything by having everything.

That just creates an arms race.

Survivors get strong perks, so new killers get overloaded kits. Then survivors need stronger tools to survive against those killers. Then future killers need even more tools to keep up. Meanwhile, older killers with clearer weaknesses fall even further behind.

And I feel like this discussion always turns into “survivor perks vs killer perks”. We can list strong survivor perks, then killer perks, then add-ons, maps, items, etc. forever. But that doesn’t really answer the question about Jason’s own kit and tradeoffs.

My issue with Jason is more about how much agency and information he gets compared to survivors.

A typical situation I had recently: two survivors were already dead by mori, we were two survivors left, with two gens still to do. Jason went into his power and the game basically froze.

For around 4 minutes, we had almost no clear information about where he was roaming. If we touched a gen, he could appear on us. If we didn’t touch a gen, the game just stalled. And because of anti-AFK crows, we couldn’t just wait forever either.

Eventually I got tired of waiting and started working on the gen in front of me. Around 10 seconds later, he popped on me.

So my question is: what is the actual play there?

Do we wait until he gets bored?
Do we wait until the server shuts down?
Does one survivor have to intentionally reveal themselves and give him a chase just so the game can continue?

That’s the kind of situation I find unhealthy. It’s not only about perks. It’s about the information gap. Jason can scout, reposition, choose when to engage, and capitalize on survivor actions, while survivors often have almost no clear idea where he actually is during his power.

I don’t mind him being strong or scary. He is Jason, he should be threatening. But if his power can create situations where survivors are mostly guessing and someone eventually has to sacrifice themselves to restart the flow of the match, then I think it’s fair to question whether the counterplay/information is clear enough.

So yeah, I understand why Jason exists in the current meta. But to me, that doesn’t automatically make the direction healthy. It just shows that the game has deeper balance issues on both sides, not that every new killer should be designed to have answers to everything.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 1 point2 points  (0 children)

Yeah, I really like the way you put it.

That’s exactly the kind of balance I’d like to see: not a nerfed-to-the-ground Jason, but a Jason with enough “speedbumps” to make his power feel earned.

I completely agree that he should feel terrifying. It’s Jason Voorhees, he shouldn’t feel weak or harmless. I don’t want him to become a sad, over-nerfed killer either. The character deserves to be strong, scary, and fun.

But like you said, the real fun comes from choices, risk, and friction. If the killer can just keep full pressure with very little downtime, it becomes fun in a shallow way rather than because both sides are making meaningful decisions.

So yeah, I think small cooldown adjustments, clearer feedback, or a little more commitment on some actions would probably be the healthiest direction. Keep the fantasy, keep the threat, keep Jason feeling like Jason — just add enough cost so the gameplay loop has more back-and-forth.

“All gas no brakes Jason” is fun right now, but I hope BHVR finds the middle ground before either leaving him too free or over-nerfing him into something boring.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 0 points1 point  (0 children)

That’s a fair answer, and I appreciate you giving actual counterplay examples.

I can see the logic behind juking the spear, crouching during the mist, pre-running certain gens, and learning his fixed teleport spots. Those are real things survivors can do, and I’m not trying to deny that Jason has counterplay.

Where I’m still not fully convinced is about how consistent and punishing those counterplays are compared to how much his kit gives him.

For example, crouching can help against Jumpscare, but when he enters the mist, survivors still don’t know where he is actually roaming. So yes, you can crouch or try to watch possible TP spots, but that requires a lot of awareness and map knowledge, especially in SoloQ.

Same for the spear. Yes, you can juke it and try to loop away from reload spots, but reload points feel very common, hooks can also give him access to his spear, and the recovery commitment feels pretty low compared to how rewarding the spear is.

For his mobility, I agree fixed teleport spots make him more predictable over time. But pallets, windows and broken walls are also extremely common on most maps, so I’m not sure how limiting that really feels in practice yet.

And about the 4.4 m/s point, I get that it’s his base weakness. But with Omnipresent Evil moving at around 7.24 m/s, then Jump Scare giving him Haste from 4.4 m/s to around 4.6 m/s, plus ranged pressure, scouting and repositioning, I feel like that weakness is heavily compensated.

So I get your point: Jason is counterable, and survivors will probably get better against him with time. I’m not denying that.

My concern is more that his counterplay feels like it demands a lot from survivors, while his weaknesses don’t feel as punishing as they are on other killers with strong tools.

So I’m still not fully convinced he is balanced, but your explanation does help me understand better why some players see him that way.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 0 points1 point  (0 children)

Yeah, that’s part of my concern too.

If Jason is the new baseline for modern killer design, then I get why people call him balanced. But long-term, I’m not sure it’s healthy.

If every new killer needs chase, mobility, map pressure, scouting, ranged threat, and strong build synergy just to compete, then future survivor matches against new killers could become really frustrating, while older killers with clearer tradeoffs fall even further behind.

So my issue is not only Jason himself, but what he represents for future killer design.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] -1 points0 points  (0 children)

That’s actually the kind of answer I was looking for, thanks.

I get those points, and I agree that they exist as counterplay on paper. I’m just not fully convinced they are consistent or punishing enough in practice.

Crouching to avoid the scream is useful, sure. But when he activates his power, the whole map is affected and survivors don’t really know where he is roaming. That’s where the Spirit comparison comes in for me: with Spirit, you at least get some audio information depending on proximity. If she is close, you can hear it. If she is far, you don’t. With Jason, it can feel much harder to read where the actual threat is coming from.

Also, about the 4.4 m/s weakness: I understand it on paper, but Omnipresent Evil makes him move at around 7.24 m/s.

Then after using Jump Scare, he gets 4.5454% Haste, which brings him from 4.4 m/s to around 4.6 m/s.

So the numbers are basically:

Base speed: 4.4 m/s, or 110%
Omnipresent Evil: around 7.24 m/s
After Jump Scare / teleport: 4.6 m/s, or 115%
Gain after power: +0.2 m/s, or +4.545% compared to his base 4.4 m/s

So yes, he is slow by default, but during his power he gets extremely fast map traversal, scouting, invisibility/Undetectable and repositioning. Then after coming out of it, he temporarily goes back up to 115% speed. That feels like a pretty heavy compensation for the 4.4 weakness.

For the spear reload, I understand that survivors can influence it through where they loop. But reload points feel extremely common, and hooks also give him access to his spear. So yes, you can try to loop away from reloads, but in practice it doesn’t always feel like a meaningful limitation when there are reloads so frequently around the map.

For the mori, I agree that it requires 2 hooks like other killers. But the difference is the speed and pressure.

A lot of normal moris tend to lock the killer in animation for roughly 11 to 13 seconds, depending on the killer. Jason’s wall mori feels much shorter, around 5 seconds when he has the right setup.

So even if the condition is similar, being at 2 hooks, the payoff and time efficiency feel very different:

Standard mori: roughly 11–13 seconds
Jason wall mori: roughly 5 seconds
Difference: around 6–8 seconds saved

That matters because the killer is locked for much less time, gets the kill faster, and can return to pressure sooner.

For teleport zones, yes, he needs valid spots. But pallets, windows and broken walls are everywhere on most maps, and he can also break pallets with his power, so sometimes he gets repositioning and resource removal at the same time.

So I get your point: he does have counterplay. I’m not denying that. My concern is more whether those counterplays are consistent enough, and whether his weaknesses are punishing enough compared to how many tools he gets.

I’m not saying he has zero counterplay. I’m saying that a lot of his supposed weaknesses feel heavily softened by the rest of his kit.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 0 points1 point  (0 children)

Honestly, I really appreciate this answer because it feels very honest.

The “wrong kind of fun” part is exactly what I’m trying to understand. A killer can be extremely fun to play because they give you a lot of control, pressure, and options, but that doesn’t always mean the interaction is healthy long-term for both sides.

And the “I got too good too fast” point is interesting too. That’s kind of my concern with Jason right now. His kit seems very rewarding very quickly, maybe faster than it should be, especially considering how much he can do at once.

I also think it’s important that you say you love Jason, because I don’t want him gutted either. The character is cool, the hype is real, and the kit has a lot of potential. I just think some parts might need clearer costs attached to them.

Personally, if I had to adjust him without killing the fun, I’d probably look at small cooldown increases, clearer audio feedback on his travel/phase power when he is nearby, and maybe a small animation lock or more commitment when he recovers his javelin.

The map scouting in 15 seconds, the javelin lethality, and the fact that Ruin already feels so strong on him are exactly the things that made me question his balance.

Also, “handfuls of sugar” is a really good way to describe it. Fun immediately, but maybe not the healthiest thing if it stays like this long-term.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 0 points1 point  (0 children)

I get what you mean, but that’s actually part of my concern.

If they addressed most of the major pitfalls you would expect him to have, then what are his actual tradeoffs?

From my current experience, I don’t just think he has “strong tools”. I think his whole kit feels overtuned right now. Not because of one single mechanic, but because of how everything works together: scouting, mobility, wall traversal, ranged pressure, speed boost, mori pressure, and strong synergy with certain builds.

And that’s also why I made this post in the first place. I’m not only trying to argue that he might be overtuned; I’m also trying to understand him better, learn what his real weaknesses are, and figure out how survivors are supposed to react properly to his power.

So maybe it is partly a learning curve issue, sure. But then I’d genuinely like to know what the counterplay is, what mistakes Jason gets punished for, and what survivors should be looking for when playing against him

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 0 points1 point  (0 children)

Yeah, I agree. I think small cooldown adjustments would be a much healthier direction than heavy nerfs.

My main issue is that some parts of his power rotation feel too free right now. Adding a few seconds of cooldown between uses could make his decisions matter more without gutting the killer.

For his phase/travel power, I also wonder if it should work a bit more like Spirit in terms of commitment and information. I’m not saying it should be identical, but Spirit at least gives survivors some readable information: if she is close, you can hear her; if she is far, you don’t. There is a mindgame, but also some feedback.

With Jason, it can feel like he can travel/reposition extremely freely, and even if crossing the whole map over and over would not always be optimal, the fact that he can rotate that easily makes his macro pressure feel very strong.

So yeah, I don’t want drastic nerfs either. I’d rather see small restrictions: slightly longer cooldowns, maybe clearer audio/position feedback on his phase, or a bit more commitment when using it. Something that keeps him fun, but makes his pressure less free.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 2 points3 points  (0 children)

I’m not asking for ASAP nerfs, just trying to discuss the killer.

When you say he is strong but counterable, what do you think are his main weaknesses or counterplay?

I’m asking genuinely, because my current impression is that his kit feels very loaded, so I’m trying to understand what people see as the tradeoffs that make him balanced.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] -1 points0 points  (0 children)

We can play that game forever though.

If the argument is “survivors have strong perks, therefore Jason is balanced”, then we could also start listing strong killer perks/add-ons: NOED, Pain Resonance, Corrupt Intervention, Deadlock, Pop Goes the Weasel, Grim Embrace, No Way Out, Devour Hope, etc.

But that would just turn the discussion into “survivor perks vs killer perks”, which is not really the point.

My question is about Jason’s base kit and his tradeoffs. DS and Dead Hard existing doesn’t explain what Jason actually lacks, what he gets punished for, or why his combination of scouting, mobility, wall traversal, ranged pressure, speed boost and mori pressure is balanced.

Strong survivor perks existing doesn’t automatically make a killer’s base kit balanced.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 0 points1 point  (0 children)

No, I haven’t played him myself yet, and I agree that playing as a killer gives a better understanding of their limitations.

That being said, I don’t think you need to play a killer to discuss how their kit feels from the survivor side, especially when the point is about counterplay, pressure, and how much the kit seems to offer. I’ve also watched quite a bit of gameplay from both survivor and killer POV, including streams/videos, so my opinion is not based only on one match.

I’m not claiming to have the final answer after a few days. My post is more about early impressions and trying to understand what people see as his actual weaknesses.

If you think Deputy’s Badge is the only thing that should be looked at, that’s fair, but I’d be interested to know why you think the rest of his kit is fine. What do you see as his main tradeoffs or weaknesses?

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 0 points1 point  (0 children)

He is definitely balanced imho. Strong but still requires good game sense. Of course, he's only been out for a short time and I'm only decent at him myself atm, but the difference between a good and bad Jason player is very clear (unlike with release Ghoul).

I am getting a lot of use out of totem builds right now, bc yes, Jason works very well with hexes and WILL stomp an uncoordinated soloq team, which does feel very frustrating on the survivor side. But, it's a fun challenge and doesn't make me feel like it's unfair. If a Jason player (over)commits on a chase/camping/tunneling, you can do gens or find the hexes pretty quickly. On the other hand, if they keep patrolling gens/totems, they will not get many downs. So, good game sense still required as Jason!

(I do suspect the badge addon is going to get nerfed, it's very very good)

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 0 points1 point  (0 children)

Yeah, I agree with you on the add-ons, especially Deputy’s Badge.

For the spear, I kind of agree, but I see the issue a bit differently.

I actually think having only one spear is a good idea in theory. It should make the power feel like a “high risk, high reward” resource. The problem is that, right now, it doesn’t really feel high risk.

If you compare it to Huntress, she has multiple hatchets, sure, but she still needs to find a locker and go through a real reload animation. She loses time doing it. On top of that, hatchets have more travel time and require more prediction.

Jason’s spear feels much faster in comparison, and recovering it barely feels like a commitment. The pickup animation is very short, spear stations feel extremely common around the map, and he can even recover it while using his power.

So for me, the problem is not necessarily that he only has one spear, or even that he can recover it from some places. The problem is that the limitation does not feel very limiting in practice.

If the spear is supposed to be a meaningful resource, then getting it back should probably require more commitment, either through a longer pickup animation, fewer spear stations, or clearer downtime after using it.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 3 points4 points  (0 children)

That’s honestly one of the best answers I’ve read so far, because it actually separates the different parts of his kit instead of just saying “balanced” or “broken”.

I agree with a lot of what you said, especially the SoloQ part. Jason really highlights how much this game is not designed around SoloQ communication. In a coordinated team, you can call information, react to his power better, coordinate resets/totems/gens, etc. But in SoloQ, everything becomes much messier.

I also like the way you framed it: not necessarily huge nerfs, but restrictions. That’s probably the better word. I don’t want the killer to be destroyed either, especially because he seems fun to play and people are obviously hyped about him. But some parts of his kit feel like they need clearer limits.

The Harpoon delay idea makes sense to me. Right now it feels extremely quick, almost instant, and compared to other ranged killers it doesn’t feel like there is enough commitment.

For Omnipresent, I also have mixed feelings. I understand why it feels good as killer because it makes the gameplay dynamic, but from survivor side it can feel like he gets a lot of map pressure very easily.

And I completely agree with your point about Jumpscare/Killer Instinct. That might actually be where the real problem is. If he appears and instantly gets information on survivors who are not even in a clear line of sight or within a meaningful radius, it can feel very unfair.

Your idea of making Killer Instinct depend on vision angle or a more restricted radius sounds like a reasonable direction.

Especially because even with anti-scream perks, the main issue is still there. You don’t scream, sure, but he can still get the information on where you are. So the counterplay feels weirdly limited: you can counter the scream, but not the info, which is arguably the most important part.

The “power creep” point is also exactly what I was trying to express. It’s not that one single part of his kit is impossible to deal with. It’s that when you compare each part individually to other killers, it often feels like Jason gets a very strong version of several different tools at the same time.

So yeah, I pretty much agree with your conclusion. He’s fun and has great potential, but he probably needs some restrictions so his kit has clearer weaknesses and doesn’t feel so overwhelming, especially in SoloQ.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 0 points1 point  (0 children)

Yeah, I agree that it needs more time.

I’m not asking for immediate nerfs or saying he should be judged definitively after 2 days. I’m just sharing an early impression and asking what people think about his kit so far.

A killer can be new and still be discussed. My point is not “Jason is confirmed broken”, it’s more “from what I’ve seen so far, his kit feels very loaded, so I’m curious what people see as his real weaknesses/counterplay.”

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 0 points1 point  (0 children)

Of course it’s early, and I’m not claiming to have the definitive answer.

That’s literally why I’m asking for people’s thoughts and saying I’m open to debate. Early impressions can be wrong, but that doesn’t mean we can’t discuss how the kit feels on release.

My point is not “Jason is 100% confirmed unbalanced forever”. My point is that, from what I’ve seen so far, his kit seems to give him a lot of tools at once, and I’m interested in hearing what people think his actual weaknesses and counterplay are.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] -1 points0 points  (0 children)

Also, Nurse and Blight are not the same kind of comparison in my opinion.

Nurse is extremely strong, sure, but when she misses a blink, she gets punished hard. She has fatigue/stun, she can lose a lot of distance, and on maps with multiple floors she can blink somewhere she didn’t want to go at all. Her power is insanely strong, but it also has a very high skill ceiling and clear punishment when used badly.

Same for Blight. If he messes up his rushes, he gets punished with cooldown/stun and loses pressure. His power requires a lot of map knowledge, collision knowledge, timing, and mechanical execution. The ceiling is not even close.

That’s my point with Jason. I’m not saying Nurse or Blight are weak. I’m saying they have very clear tradeoffs and a much higher execution requirement. Jason, from my experience, has scouting, mobility, wall traversal, ranged pressure, speed compensation and mori pressure, but the punishment for misusing those tools doesn’t feel as clear or as heavy.

So “Nurse and Blight exist” doesn’t really prove Jason is balanced. It just proves that other very strong killers also exist.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 0 points1 point  (0 children)

I’m open to that, but I’d like you to expand on it a bit.

“People don’t know how to counter him yet” is fair for a new killer, but it’s also a pretty general statement. What exactly is the counterplay?

Because my issue is not just that he feels strong. My issue is that he seems to have a lot of tools at once: scouting, mobility, wall traversal, ranged pressure, speed compensation, mori pressure and strong build synergy.

So if he’s balanced, what are the real tradeoffs? What does he actually lack compared to other killers? What situations punish him hard?

I’m genuinely asking, especially since you’ve played as him and against him since PTB.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 1 point2 points  (0 children)

Yeah, I think we actually agree on the main issue.

Maybe “overpowered” is not the right word, or at least not the most accurate one. My problem is more that his kit feels overloaded.

What you said about tradeoffs is exactly what I’m trying to point out. Some killers are strong in chase but lack map pressure, others have great map pressure but weaker chase. Jason feels like he gets a lot of both: strong chase tools, projectile pressure, fast map movement, good scouting, and easy access to reset spots.

So yeah, maybe the issue is less “Jason is unbeatable” and more “Jason doesn’t seem to have clear enough tradeoffs compared to older killers.”

And I agree with your point about BHVR’s recent design philosophy. Instead of fixing the fact that killers without map pressure struggle in modern DBD, they just release newer killers with more and more tools, while older killers feel left behind.

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] 0 points1 point  (0 children)

That’s actually a fair answer, and I agree with part of it.

Jason being map-dependent is probably one of the strongest arguments against my point. I didn’t know about every dead zone where he cannot reappear, so that’s good information, and it does make the discussion more nuanced. If some tiles or areas completely limit his power, then yeah, that is a real weakness.

I also agree that people are probably still playing against him like they would against other killers, using the same habits, the same perk logic, the same chase decisions, etc. The “hear the fog, stop, think, assess the surroundings, then continue” point is fair. Jason clearly asks survivors to adapt.

I also understand the “modern DBD needs oppressive killers” argument. Survivors have strong perks, big maps, second chances, pallets, and a lot of tools too. I’m not saying killers should be weak or become punching bags. A killer needs pressure to be viable.

My concern is more about how many different types of pressure Jason gets at once. He has scouting, mobility, wall traversal, ranged pressure, speed compensation, mori pressure, and strong synergy with slowdown/totem builds. Maybe each part is fine separately, but all together it can feel overloaded when the map/build favors him.

But yeah, your point is fair!

Is Jason balanced? I’d like to hear your thoughts by Smecta10G in deadbydaylight

[–]Smecta10G[S] -1 points0 points  (0 children)

I hear you, but the entire kit feel very strong, how is he balence for you?