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New Stats (July 2024)

Pulsar
Pulsar Member Posts: 20,784
edited July 18 in General Discussions

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

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,786
    edited July 18

    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 on
  • Laluzi
    Laluzi Member Posts: 6,225
    edited July 18

    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.

  • CosmicScarab
    CosmicScarab Member Posts: 162
    edited July 18

    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.

  • TheArbiter
    TheArbiter Member Posts: 2,617

    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

  • CosmicScarab
    CosmicScarab Member Posts: 162

    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.

  • Laluzi
    Laluzi Member Posts: 6,225

    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.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,786

    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?

  • Laluzi
    Laluzi Member Posts: 6,225

    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.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477
    edited July 18

    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

  • Pulsar
    Pulsar Member Posts: 20,784
    edited July 18

    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?

  • Pulsar
    Pulsar Member Posts: 20,784

    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.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,786

    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.

  • humanbeing1704
    humanbeing1704 Member Posts: 8,999

    Those stats make sense once you reach average skill your typical chase time is probably only 50 seconds to a minute

  • Pulsar
    Pulsar Member Posts: 20,784

    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?

  • Nick
    Nick Member Posts: 1,237
    edited July 18

    This stat is so inaccurate that I don't understand why it's even included

  • Laluzi
    Laluzi Member Posts: 6,225

    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.

  • jesterkind
    jesterkind Member Posts: 7,850

    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.

  • Krazzik
    Krazzik Member Posts: 2,475

    Then why have the stat there at all if it's useless and doesn't actually show what average chases are like?

  • Neaxolotl
    Neaxolotl Member Posts: 1,477
    edited July 18

    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

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,786
    edited July 18

    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 on
  • Laluzi
    Laluzi Member Posts: 6,225

    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.

  • ChaosWam
    ChaosWam Member Posts: 1,845

    Guarantee there would be more thumbs ups if it were easier to access (and possibly gave the receiver some extra BP or something)

  • oxygen
    oxygen Member Posts: 3,327

    I expected a large number but not 13 quadrillion? Juicy.

  • Pulsar
    Pulsar Member Posts: 20,784
  • Coffeecrashing
    Coffeecrashing Member Posts: 3,786

    "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?

  • Coz
    Coz Member Posts: 68

    Boop!

  • Akumakaji
    Akumakaji Member Posts: 5,461

    I knew you were knowledable about the game, but dayum, thats some sweet data you shared.

  • Yggleif
    Yggleif Member Posts: 211

    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.

  • solarjin1
    solarjin1 Member Posts: 2,159

    i can't believe u kill all those people @radiantHero23

    cccccccrazy

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,559

    That's about 3 ggs per second for the past 6 years.

  • bjorksnas
    bjorksnas Member Posts: 5,621

    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.

  • Nazzzak
    Nazzzak Member Posts: 5,666

    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

  • Nazzzak
    Nazzzak Member Posts: 5,666

    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.

  • Dreamnomad
    Dreamnomad Member Posts: 3,951

    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.

  • Pulsar
    Pulsar Member Posts: 20,784

    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.

  • bjorksnas
    bjorksnas Member Posts: 5,621

    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

  • Neaxolotl
    Neaxolotl Member Posts: 1,477
    edited July 19

    Not to mention 3 gen strategy which usually results in much less pallets thrown as those strategy solely depends on limiting available pallets

  • bjorksnas
    bjorksnas Member Posts: 5,621

    And slugging / basement defense which usually centers around 0 or 1 pallets

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,875

    I wonder how many of those gg’s come from “gg ez”

  • GolbezGarlandGabrant
    GolbezGarlandGabrant Member Posts: 979

    Surprised that many thumbs up were given. Seems like a pointless feature.

  • radiantHero23
    radiantHero23 Member Posts: 4,264
  • radiantHero23
    radiantHero23 Member Posts: 4,264

    So does Piggy still need to be on a watch list?

  • BurnedTerrormisu
    BurnedTerrormisu Member Posts: 179

    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.

  • Peanits
    Peanits Dev Posts: 7,555

    To clarify, they are both per Survivor. I'll tweak the wording to make it clearer.

  • Atsuka_Anarchy
    Atsuka_Anarchy Member Posts: 380

    I'm sitting here pondering on why BHVR put the spotlight on lil Ms. Piggy 🐷 🧐📋