Hello everyone, after playing this game for a while me and many others have felt some aspects of the game felt unbalanced so I just had to say my opinion on what can be done to make the game more balanced. So in this thread I will try to list all these problems and what can be done for them while I also give my own suggestions to balance them.
Now we all know Lachappa is by far one of the worst counselor to play as since you rarely ever see him being used in a match (unless he's being used to troll) as both A.J. and Deborah beat him in almost every stat besides Luck and Strength.
What the balance should be for Lachappa:
Remove 1 point in Luck
Remove 1 point in Strength
Add 2 points in Composure
With this balance Lachappa can become viable and can be used more often but won't exactly outshine A.J. or Deborah. With this buff Lachappa will beat Deborah in Composure, Luck, and Strength but Deborah will still beat Lachappa in Stealth, Speed, and Stamina meaning it comes down to preference and play style on who do you want to play as. Even with the buff Lachappa does not outshine A.J. in Composure, Stamina, Stealth, or Speed meaning A.J. or Deborah still outshine Lachappa in certain stats but with the buff Lachappa should see more usage rates.
The main and biggest problem with Tommy Jarvis is not everyone is well informed on how to play him as when you are in a match you most of the time see the person playing Tommy trying to escape and basically using Tommy as a second life to escape instead of actually helping your teammates escape.
I've seen threads with good ideas such as when players have died it gives the dead player a message that tells them if they want to become Tommy Jarvis or not and if chosen not to be Tommy then it tells another dead player if they would like to become Tommy. Another solution to this would be when it states 'YOU were chosen to be Tommy Jarvis' it would also say underneath that text 'You DO NOT gain XP from escaping, XP is gained from helping teammates'.
Another problem with Tommy Jarvis is some players aren't motivated or don't feel like helping others as he gains the same XP as other counselors when they help others.
A fix to this would be Tommy gets +25 extra points for everything he does to help others. So for example a regular counselor fixing a generator would only get +50 but if Tommy fixes it he gets +75 and this would be for everything from helping a counselor break free from Jason, to healing a injured teammate, and so on.
Now this third problem is optional but I will still state it anyways.
Tommy should spawn with a pocket knife as most of the time when you or someone else gets chosen as Tommy there is rarely any items left when you/they spawn. The pocket knife will also help prolong his survival a little more which is more time for Tommy to help the remaining teammates. (Plus he had one in Part 5 it would only make sense for him to be carrying one).
You already probably knew this was going to be included in the thread as lets face it grab is a little too op in the state it's in. It does not matter if you have high composure or the Jason grabbing you has Grip Strength as its weakness as you will die from grab kills specifically kills that are quick to perform such as the dreaded Choke kill. Let's not also forget how insane Jason's grab range is and how far he can grab you from which obviously needs to be lowered.
I have thought of many, many solutions to this problem and I feel like I have came up with the best possible solution to fix this problem without making Jason feel weak or less op. The solution is Jason can no longer perform grab kills instantly (can still do context kills normally) and off the bat but instead all 4 grab kills act similar to that of his abilities but instead of having to wait for all 4 to be ready, they all charge up at the same time.
For Jason to perform a grab kill they have to be 100% full. Jason passively gains 3% every 5 seconds (subject to change if it takes to long to charge up) (Once Jason performs a grab kill it resets back to 0% and the cycle continues).
Jason can speed up the charge in many ways such as if Jason knocks out a generator he gains 6% every 5 seconds in sections of the map where the lights are off. If Jason breaks a window, door, or manages to land a hit on a counselor with either his weapon or a throwing knife/dart then he gets +5% (what I mean by this is I don't mean it adds to his passive so if he breaks a window and a door then he gains +10% but does not add to his passive gain).
If Jason kills a counselor he gains +15% and +75% for killing Tommy.
Since Jason can no longer perform grab kills unless they are 100% fully charged it means Composure and Grip Strength actually matter and if a counselor breaks free from Jason's grasp then Jason gets +10%, if they use a pocket knife or firecrackers he gains 20%.
If a counselor steps on Jason's trap he gains +15% and if Jason stops the boat he gains +35% and +45% if he stops the car.
Breaking generators and the phone box give +5%. And getting stunned by melee weapon gives +10%, stunned by flare gun gives +15%, and getting stunned by shotgun give +30%. In rage mode Jason passively gains 10% every 5 seconds (gains 20% every 5 seconds if that area of the map has its lights turned off).
(Depending if Jason goes to rage faster and proves too difficult as more people are likely to break free from Jason's grasp then slightly increase the amount required to reach rage mode)
Now this last problem is only centered on Part 7 Jason and that is he considered by many one of the worst Jasons to play as since most of what make an undead Jason good are his weaknesses.
To counter this problem get rid of Shift as his weakness and replace it with Stun Resistance (Part 7 had Stun Resistance in the beta before traps were introduced) as not being able to run and having Shift as a weakness greatly hinders this Jason at being a threat on land.
If the suggestions above about Jason do get added then when a counselor gets grabbed by Jason the player should also see all 4 of Jason's grab kills so it gives the counselor an indication on how close Jason is on filling up his grab kills and the player could communicate to his/her teammates on how close Jason is to being full.
If that suggestions gets added then counselors no longer automatically use pocket knives but instead players have to press the button to use it so if the player sees Jason is very close to filling it up and then see him passively gain that 2% or 4% needed to be 100% full and they know they won't be able to escape in time then they can use their pocket knives to escape.
Now we all know if you try to escape in a boat and Jason stops it there is nothing you can do as you are pretty much dead as you can't stun him or even escape as drowning is an automatic death so to somewhat make it more fair:
If a player on the passenger seat has a shotgun or flare gun they can stun Jason if they manage to land the hit but for a much shorter amount then when stunned on land.
There are so many perks yet so many are underused or not used at all as they are terrible so here are my suggestions to improve them. (Keep in mind I do not have all perks and the websites I used to see what each perk does/gives could have been outdated so some perks could have changed)
Thrasher perk starts you off with an axe
Scout perk has a chance for you to be able to use a pocket knife on a trap without losing it (based on percentage)
Quiet Swimmer perk makes you regenerate stamina faster in water as an additional effect
Pyro perk starts you off with a flare gun
Potent Ranger perk gives Tommy Jarvis (you) a second use of the shotgun as an additional effect (based on percentage)
Heavy Sleeper perk makes you regenerate stamina faster
Evasion perk makes you use less stamina when dodging as an additional effect
Easy Listening lowers your fear as an additional effect
Aquanaut perk decreases fear in water as an additional effect
Teamwork perk also lowers fear for everyone around the person who has it equipped as an additional bonus
Friendship perk also increases attack damage for everyone around the person who has it equipped as an additional bonus
Heavy Mover allows you to close doors faster as an additional effect and reduces more fear while closing doors
Now some perks may still be terrible but I did the best I could think of to make them somewhat decent. If you have any suggestions about a certain perk be sure to say it.
If you managed to read all the way through then thank you for taking your time to read through all that and be sure to leave your suggestions as it would greatly help.