Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
New Stats (July 2024)
Ever wonder what a month in the life of The Pig is like? It turns out she’s quite busy, ambushing and fitting traps to Survivors well over a million times.
Survivors have been kept busy as well, collectively searching an average of 6.85 Jigsaw Boxes per match for the keys to their Reverse Bear Traps. These traps ultimately don’t kill many Survivors directly, killing an average of 0.17 Survivors per match, though the time spent searching for their key may be costly.
Let’s talk chases! Survivors spend an average of one minute being chased throughout the match, throwing somewhere between one and two pallets in the process. Before you accept your “Best Survivor Award”, keep in mind that these are averages: Some Survivors may be chased more than others in a given match, and others may not be chased at all!
On the Killer side, we checked how often each tier of Bloodlust is reached. Bloodlust I kicks in at least once in about half of all matches. However, the higher tiers are far less common.
If The Entity had an accountant, they’d be sweating buckets. With more than 88,000,000 matches played, over 13 trillion Bloodpoints were awarded throughout the Blood Moon Event – that works out to an average of 4,754,921 Bloodpoints per player.
This one goes out to the good sports who managed to set aside their differences after being hunted or battered by pallets and said ‘gg’ over 574 million times. Those who prefer to show their appreciation quietly have given props to other players more than 151 million times!
Comments
-
I do think it's pretty funny considering all that I've heard about how Survivors can easily go on minute(s) long chases that even at High MMR, they're managing just 22 seconds per chase, on average.
10 -
Quick disclaimer here: This is the average of total chase times each match. It does not distinguish between Survivors who are chased often or not chased at all, so it's not a true reflection of a typical chase. One Survivor might be chased for several minutes, but because the Killer is so focused on them, the other Survivors' chase times will be close to zero.
In other words, some may be chased way more, others way less, and all of that averages out to about a minute per match.
It's also worth noting that this is based on the chase mechanic, so it won't necessarily count every second that the Killer is going after someone. If the Survivor runs early and the Killer isn't close enough for a chase to start, for example, that time is not counted even though you'd probably consider them to be in a chase.
28 -
Are these stats actually counting the total length of time survivors are actually being chased, or is it just the length of time the game considers the survivors in chase?
Because I could see a survivor 30 yards away, and run towards them as killer, and the survivor could immediately run away… and it would take a while before I’m close enough for the game to consider us in chase. But I am, in fact, chasing the survivor before the game considers us in chase.
Edit: A dev answered this question as I was typing this post. lol
Post edited by Coffeecrashing on4 -
Oh, I love that piece of data. That's even better than the 48% escape rate of 4-man SWFs at high MMR for shutting down the high MMR impossible narrative.
Granted, the data is skewed not everyone is getting hooked 3 times, and a lot of those chases start out injured or are survivors getting hit while bodyblocking, but still, it's a far cry from 'I get looped for 3 gens every game so survivors need to be nerfed.' The important thing is that it's not significantly higher than average universal chase time. 1:00 vs 1:06 is not statistically significant.
I'm weirdly happy about the GG and the thumbs up stats, though I shudder to think at the stats for salt (or how many posts ended up censored.)
6 -
I would imagine it's the time that the chase music is active. There wouldn't really be a way for the game to discern 'effective chasing' where you're pursuing from afar or looking for a survivor that's hiding; it can't tell your intent the way a human observer can.
Which does mean these numbers are underselling, but there's also cases where the game is going to count a 1-second chase because the survivor took a hit for a teammate/while trying to unhook, was afk or gave up, got hit out the gates, was trying to hide and the killer found them… etc.
So stepping back, I'm not sure this specific number is actually telling us much.
1 -
"The important thing is that it's not significantly higher than average universal chase time. 1:00 vs 1:06 is not statistically significant."
Yeah, my thoughts. So the people who say they go against the absolute gods of the game and are at some gigachad MMR will have Survivors who are slightly better than average.
I have never given a thumbs up btw. Not because I hate all the players I went against, but just because it does nothing.
10 -
That makes sense. I was genuinely shocked at first when I read that, because I feel like you can get more than 20 seconds just holding shift+w against most killers.
Pig hats killing so rarely is kind of surprising too, given how high her kill rate is in lower mmr. I would have thought most of it comes from survivors having trouble getting the hats off and dying to them.
3 -
I'm surprised by the number of thumbs up given, I don't think I've used that feature in years. Typically I just say ggwp, I suppose if you are on console though you are way more likely to use the thumbs up/down feature
2 -
Given that it does nothing and doesn't notify the person get got a thumbs up I've always just ignored it as well, kinda surprising to see it be used so much.
1 -
I don't doubt the gods exist, or that they're significantly better than slightly above average, but if it was as ubiquitous as people claim, you'd see a boost of more than 6 seconds. What this suggests to me is that those high MMR gigachad SWF games are readily balanced out by high MMR games that fall apart for the survivors quite quickly, whether that's overconfident SWF or solos being solos.
Point that the pointlessness skews the thumbs up stats. I give thumbs ups all the time - if survivors were funny or good sports, if my teammates played well, or if the killer didn't do annoying strats like excessive camping, hard tunneling, or tombstone. But that's just me hoping for the placebo to kick in one day.
1 -
Is anyone else surprised at the pallet stats? So if I’m somewhere between average MMR and high MMR, my games would have an average of 6.0 to 6.4 dropped pallets?
1 -
That statistic seems low, but not too low to make sense to me. I think part of it is that there's a lot of killers now whom pallets aren't very good against, and pretending to throw the pallet is often a better way to avoid a hit than actually doing it. And part of it is that babies are ignorant of pallets and experienced but not too experienced survivors have a mentality of conserving pallets even when that's detrimental to them.
We're also getting lots of map updates lately with less central loopable pallets and more horribly weak edge pallets. Though in maps like Greenville or the Game, yeah, there's way more than 6 pallets dropped per match.
0 -
The point is it's "per chase from the view of the game", which means, I think, is that every time a killer breaks a pallet or walk around a long loop, it will drop the chase
So I believe this basically means more like "chase time per god window/pallet" in some circumstance
Just as usual, it doesn't mean much because how restrictive chase mechanics are
1 -
Unless that's happening in a majority of matches though, that shouldn't be able to influence the data so heavily, right?
EDIT: Also, can you share any stats on the typical chase?
0 -
To my eyes, which to be fair I'm probably misunderstanding, it seems like unless those games with massive chases for one Survivor but no chases for the other are happening a lot, it should be reasonably accurate.
You could even bump it another twenty seconds to account for some potential discrepancies with when the chase starts.
0 -
Oh, that makes way more sense!
It also means these stats don’t really help with answering questions about concerns killers might have.
If killers have a concern that chase times are too long, they are talking about the total time they are chasing after survivors, but these stats just show actual “game considers it a chase” times.
If killers have a concern that survivors at just pre-dropping lots of pallets and running away, and it’s too many pallets per game….. then giving us an average of pallets per chase doesn’t help much, especially when the game’s definition of chase often results is one real chase being broken apart into multiple separate chases.
1 -
Those stats make sense once you reach average skill your typical chase time is probably only 50 seconds to a minute
0 -
I'm not sure there's any way to actually see if those concerns are valid though.
Chase times are probably the closest. Even if they turbo pre-run, they might be getting an extra ten seconds before chase starts. Any more than that and they hid because they heard a TR.
As for pallets, yeah, I don't know. You can't just measure pallets broken during a match. Maybe pallets broken during a chase, +3 second buffer period?
0 -
This stat is so inaccurate that I don't understand why it's even included
4 -
The pallet data didn't say anything about being chase-only, though. I think it's just pallets dropped per match.
I just played a match on Sanctum of Wrath and I counted; only 3 pallets were dropped all game, mostly because I kept successfully downing survivors who were waiting at or greeding pallets before they could get the drop. Anecdotal, but it happens.
Had another match, Eyrie of Crows. Same thing, kept beating them to the pallets. 3 pallets dropped. Maybe a fourth I lost track of. This team was pretty bad, though, for whatever that's worth.
1 -
I'm surprised so many players use that thumbs-up mechanic considering it doesn't actually do anything. It's almost heartwarming, in a way.
As an aside, I'd love to see survivor pickrates in the next stats dump. It's basically just a popularity contest considering the survivors themselves are just skins, and it'd be neat to see how the average picks in my matches stack up against the global pickrates.
4 -
Then why have the stat there at all if it's useless and doesn't actually show what average chases are like?
4 -
Oh wait that's true, I was misunderstanding those
But it'd make sense when we consider it's "per survivor", since there is four survivors it basically means like 6 pallets are dropping every match, which seems in line with normal games, your 3 pallets example would be pretty lower side as that's like 0.75 pallets dropped per survivor
To me it seems like both of those stats are intentionally made to be… not exactly "accurate", I feel
1 -
The most useful stats for chases would be “average amount of time chasing survivors per game” at average MMR and high MMR.
The most useful stats for pallets would be “average number of pallets dropped per game” at average and high MMR.
Edit: “Survivors spend an average of one minute being chased throughout the match, throwing somewhere between one and two pallets in the process.”
…..So maybe the stats really are what I’ve listed above (except divided by 4)?
Post edited by Coffeecrashing on2 -
In fairness, I misunderstood your post too, because what you were saying was also true - we were just talking about two different subjects.
Per survivor also gets wonky, yeah. The match I just played now (asylum) had 7 pallets dropped, but 6 of them were by one Cheryl in one chase. One of the players was a potato who went down immediately every time, one of them just wanted to get flashlight saves and I kept catching her at it, and one would just hold W for as long as possible (though… that might be because Cheryl already used the good pallets.) So in that match it looks like each survivor dropped 1.75 pallets, but that number isn't even close to accurate to any of them except the one who dropped one pallet.
1 -
Guarantee there would be more thumbs ups if it were easier to access (and possibly gave the receiver some extra BP or something)
3 -
I expected a large number but not 13 quadrillion? Juicy.
0 -
Yeah that does kinda sound exactly like it tbh
0 -
"Survivors spend an average of one minute being chased throughout the match, throwing somewhere between one and two pallets in the process."
I know this sounds indecisive for me to keep going back and forth on this issue, but the above sentence is talking about chase time and number of pallets thrown, and we know the pallets being thrown is a "per survivor" stat. Wouldn't that mean the chase time of one minute is also a "per survivor" stat, or does it mean the dev's sentence was really awkwardly worded?
1 -
Boop!
1 -
I knew you were knowledable about the game, but dayum, thats some sweet data you shared.
1 -
Yeah it's per survivor or rather I read it has "on average any given survivor will be in chase for one minute per match" so that does mean I think the killer spends 4 minutes in chase per match on average.
2 -
i can't believe u kill all those people @radiantHero23
cccccccrazy
2 -
That's about 3 ggs per second for the past 6 years.
2 -
Well as they said its just the "chase time" so the figure is literally the average chase time in a match divided by 4
So if you are in a 10 minute match how much of that match do you expect a killer to be "in chase" with survivors, aka not patrolling, not carrying a survivor, not getting close to a survivor to start a chase, not searching for a survivor at the end of the match, just "in chase". Even if it was 50% of a trial you divide that time by the 4 survivors and it would only average 1:15s in a 10 minute trial aka close to what the figure has there, if you consider that some matches are faster and some are slower it makes sense that chase time in a match probably averages ~40 to 50% of a matches duration which is then divided by the 4 survivors in that match. So its not the average time of a single chase, its the average time spent chasing in a trial.
2 -
I'm console and never used it 😬 but the stats make me wanna start now. I do tend to use the Fun rating though in endgame
0 -
That's how I looked at it too. Maths isn't my strong point though but it seems that it's really just that killers spend an average of 4 minutes a match in chase, and like 24s more than that on average in high MMR.
0 -
Some quick math tells us that 5.4% of traps placed on survivors result in a kill. I find that interesting and an accurate reflection of my matches.
0 -
The next stat they give about pallet seems to support the low chase time though.
One and a half pallets thrown per match on average is pretty crazy low. That's a total of maybe 6 pallets TOTAL per game. If there's a lot of chases, there should be more.
1 -
If I had to guess that stat is probably per chase but even if it wasn't that is just an average and a lot goes into it mostly edge cases which drives it down, for example nurse ignores pallets so those games are always a fat goose egg ( 0 ) on pallets thrown. Some killers can be too fast for maps with spread out pallets like blight so ive had matches that ive only broken 1/2 pallets on (I had a challenge so it was comical to see basically no progress on it)
having 5% of the scewed even saying regular gameplay already accounts for a part of it put in every other edge case / gameplay type and you can easily have an average of 6 pallets a match
2 -
Not to mention 3 gen strategy which usually results in much less pallets thrown as those strategy solely depends on limiting available pallets
0 -
And slugging / basement defense which usually centers around 0 or 1 pallets
1 -
I wonder how many of those gg’s come from “gg ez”
1 -
Surprised that many thumbs up were given. Seems like a pointless feature.
0 -
All those headpops are mine...
I've been... busy...
0 -
So does Piggy still need to be on a watch list?
0 -
i would like to see the following statistics:
- Killrate per Killer in low and high mmr
- Precentage of how many active Player are in low / high mmr
- Killrate / Escaperate per Map
- How many cheaters are banned per month
- Average Player Ping
- Precentage of how many active players have a ping over 300ms (red ping)
- Perk usage rate
- How many active player play perkless
that would be nice, but i guess i keep dreaming.
0 -
I'm sitting here pondering on why BHVR put the spotlight on lil Ms. Piggy 🐷 🧐📋
0