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New Stats! [Oct 2024, 2v8; Singularity; Flashlight Saves; Altruism]

GentlemanFridge
GentlemanFridge Member Posts: 5,707
edited October 29 in General Discussions

Well, I did say I left twitter, not the forums!

Anyhoo, here goes

Stats | October 2024

By MandyLast Updated: 2:56 pm

We’ve been flooded with requests for 2v8 data, so we’re happy to deliver! For starters, over seven million matches of 2v8 were played during the event period. (For context, this is a lot!) 

We’ve been hard at work on the second version of 2v8, so keep your eyes peeled for more information about the mode in the coming weeks. 

If The Huntress’ lullaby haunts your dreams, it’s probably because she was the most popular Killer this time around. 

You’re probably wondering which Killers made the deadliest teams, so we crunched the numbers and found the top three pairs. 

Not to be left out, we’ve also grabbed the numbers for all the Survivor Classes. Escapist was the clear the favourite, though all Classes saw a decent amount of play. 

A little while ago, we made some tweaks to The Singularity to make it a bit more approachable. 

How does this compare to before the update? Firstly, the number of matches played went way up, previously only 122,861 over a similar period. The number of slipstreams went up slightly from 11.5, while the number of EMPs used decreased from 6.5. 

If only they had some sunglasses… We’ve pulled the average number of Flashlight blinds & saves per match. These figures only include matches where someone brings a Flashlight into the trial.  

As you can imagine, these numbers are much lower when nobody brings one into the match and instead finds one in a chest, dropping to 0.18 blinds and 0.03 saves. 

Please note: These are per match averages, not per Survivor averages! 

Do Survivors heal themselves more than they heal others? Spoiler: No. Not even close. Altruistic heals more than double the number of self-heals on average. Some even take the altruism a step further by using their own body as a meat shield around twice per match. 

Please note: These are once again per match averages, not per Survivor averages! 

Until next time… 

The Dead by Daylight team 

Comments

  • GeneralV
    GeneralV Member Posts: 11,202

    Me and a good friend of mine played the Huntress + Wraith combo almost exclusively during the first 2v8, and it was indeed very effective.

    Though I gotta admit I was very rusty with Wraith. I don't play him that much, but since there is basically zero chance of Freddy ever being available in 2v8, and Knight will probably take a while to show up, I had to choose someone else.

  • Xernoton
    Xernoton Member Posts: 5,839

    6.31 heals per match sounds surprisingly low and with the amount of medkits I see I am kind of curious how survivors at a different MMR play, if there is only an average of 1.72 self-heals per match.

  • TheSingularity
    TheSingularity Member Posts: 97

    Thank you for posting my statistics. I've been well since the upgrades you have given me BHVR. Anything that will help these little worms squirm.

  • solarjin1
    solarjin1 Member Posts: 2,147

    how the hell did scout have the lowest pick rate. That wall hacking it provided was egregiously strong.

  • dwight444
    dwight444 Member Posts: 434

    who picks the stats to show?? like these are not interesting in the slightest

    for something you rarely share, you'd expect it to be more discussion worthy

  • 100PercentBPMain
    100PercentBPMain Member Posts: 1,038

    I was that guy camping up top the Thompson House crouched behind the Huntress who is also camping the house lol

    Both the Iron Will and Urban Evasion perks were insanely comfy to have; Urban is normally rated low in 1v4 but when you have it for free it puts in miracles against Huntress

    Using these + metagaming the aura reveals made stealth quite viable.

  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 23,173

    now you can't say that, without giving details of what build you run?

  • tjt85
    tjt85 Member Posts: 950

    I'm surprised by this as well. They were by far the best class in my opinion, especially with every trial guaranteed to feature a Huntress. Most of my matches had more Escapists and Scouts than any other class. I don't remember seeing too many Medics or Guides (although I would sometimes choose these classes if nobody else chose them).

  • Prometheus1092
    Prometheus1092 Member Posts: 396

    Im curious what the comparison is... Flashlight saves v flash bang saves. Would be interesting stats to compare as flashlight is a hell of a lot easier to avoid than a flash bang. I noticed since flash bangs were kill switched I had very little need for lightborn. The moment flash bang was back it was everywhere.…so back to lightborn.

  • HolyDarky
    HolyDarky Member Posts: 740

    The others are taken as requests we've had from players about what stats they want to see.

    and there was no one who wanted to see the kill and escape rates for 2v8? I'm missing these stats because they were very intresting, especially an overall stat and individual duo stats (e.g. how was the killrate for the most common duo Huntress x Wraith or how looks the kill/escape rate on each map). Also stats to how many chests were open in the 2v8 to see how useful they are for the survivors.

    I really love your stats posts but it would be cool if you would show us more stats.

  • RFSa09
    RFSa09 Member Posts: 811

    I run botany knowledge with empathic connection and that one Jane perk (even before the buffs), I think it's called solidarity, for my 4th perk i use we'll make it, desperate measures or some information perk, but I was just joking, I don't really think i make much difference at all

  • Ayodam
    Ayodam Member Posts: 3,116

    You could probably work out the kill and escape rates by averaging the escape rates for each class of survivor, then subtracting that from 100 for the kill rate.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 769

    singularity stats are disappointing.

    less than 12 slipstreams per average game, less than 6 emps per average game.

    what are these people doing there? are they even using the power/counterplay to it?

  • solarjin1
    solarjin1 Member Posts: 2,147

    omggggg You that player🤣

    Sitting at top main buildings ( Disturbed Ward & Thompson House) giving permanent wall hack. How can u live with yourself. All them poor trappers

    Definitely the strongest class team wise. We probably shouldn't be too shocked though...

    escapists have omega SB, Old MFT, and Windows. Of course everyone pick that class

  • GeneralV
    GeneralV Member Posts: 11,202

    To be honest, I mostly picked Guide.

    Someone needs to do gens.

  • Rulebreaker
    Rulebreaker Member Posts: 2,023

    We kept being regulated to medic...no one would heal otherwise…

  • solarjin1
    solarjin1 Member Posts: 2,147

    They're going to tell urban legends about you. "The one who did gens"

    FOR ANYBODY WHO SAY survivors don't do gens in the 1v4 go play the 2v8.

  • Xxjwaynexx
    Xxjwaynexx Member Posts: 333

    This I found that most matches that weren't close at all were from survivors not touching gens. When they did touch gens efficiently it was crazy.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,781
    edited October 29

    guide+escapist was better for soloq cause people don't do gens.

  • GeneralV
    GeneralV Member Posts: 11,202

    I have always been the team's gen jockey. I prefer that and hide and seek over being chased all the time.

    I know some survivors out there don't really like fixing generators. But if they aren't repaired, then nobody leaves.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 577

    I agree. It seems like they like to only release stats that are very non-controversial and "safe", and are thus also very boring. It's hard to believe large numbers of people were asking for any of these. I certainly have never seen people asking for these specific stats on the forum.

    Stats that do get asked for frequently and are interesting:

    1. MMR stats to show how well the SBMM system is working (they probably won't do ever release these because we all know it's completely broken)
    2. Usage rates of perks (these get released very rarely - I don't see any reason they couldn't be kept continuously updated and
    3. Killer and map-specific kill/survival rates by MMR range and number of players in a party. T

    #2 and 3 get released very rarely. I don't see why BHVR couldn't keep these updated continuously and always available to see.

  • jmwjmw27
    jmwjmw27 Member Posts: 413

    Same, I was on uncage + heal duty because no one else would do it lmao.

    These stats are interesting, I would have thought Hillbilly to be the best killer to have in 2v8, yet he doesn't make up any of the top 3 deadliest, I wonder if it is because trapper/wraith/huntress are easier to play and the average killer skill level was lower due to many returning/new players? Or maybe I am overvaluing how strong his movement speed and saw were.

  • solarjin1
    solarjin1 Member Posts: 2,147

    🤣 yepppp. best class in the game

    😑guide wasn't any help sorry to tell you. All teammates did was run around looking for heals and blow skill checks all games. The visionary like effect to show everyone the gens was very minor. The extar 3% on skill checks was strong but most solo q teammates in this mode didn't hit greats. The average team was full of new/low mmr players

  • BorisDDAA
    BorisDDAA Member Posts: 35

    The problem was it barely gave you points if you wanted to use it properly. Doing nothing but staring at the killers in a building.

  • Dreamnomad
    Dreamnomad Member Posts: 3,935

    I think the class pick rates for survivors are skewed for a couple reasons. For one thing, there is a limit to the number of players that can run a certain class during a match. I don't think this is a bad thing for game balance but it certainly will impact the percentage of players using escapist for instance. If there was no limit then I think it would be higher. Also there are tome challenges that require playing a certain class. If there weren't any tome challenges that required playing a certain class then I think the percentages would be different.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,781

    singular stats are trying show that people that play singular use his power a lot but not many people use his Emps a lot. the problem is that you do not need to use his EMP at all in current iteration because the teleport+haste is too low number. he teleport's too far away from the target that the time spent to pick an EMP often isn't worth it because power can be outplayed with no item.

    SWF on other hand with coordination can double EMP making his power irritating to use. you'll infect someone, they cleanse, you re-infected someone, the ally cleanses 2nd infection and than the survivor run forward where you can't teleport. EMP nerf his power passively but average survivor doesn't use it and does not need to use it because they nerfed his chase capacity through nerfing soma photo add-on when implementing it into base-kit where there is lack not need to use it. that is why stats for EMP use are low compared # of camera and infections.

  • MechWarrior3
    MechWarrior3 Member Posts: 2,477

    They said they werent going to show that because the Killrates really haven't changed much since they last showed them.

  • iloveandhatethisgame
    iloveandhatethisgame Member Posts: 201

    I know they said that but they are just more interesting than anything else they show.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 1,038

    For Scout I am convinced they are as low as they are simply due to BP gains; as a 2021 player I am here to win and have fun doing it, so BP is no concern in that regard but for newer players that may be a turn off

  • Dreamnomad
    Dreamnomad Member Posts: 3,935

    Yeah, that's true. Following the killer around outside of chase give 0 bloodpoints. It would be nice for every 2 or 3 seconds you reveal the killers aura, you get 100bp. You aren't working gens necessarily, but you are contributing to the team win.

  • zarr
    zarr Member Posts: 996
    edited November 1

    Scout gamers rise up. The constant auras if you had multiple Scouts around were crazy, and they also gave you plenty of utility in chase. The Urban Evasion part was also not to be underestimated, it helps a ton against Huntress and is good against Billy too. The Iron Will effect on crouching was good against Nurse and decent in general.

    Guide and Medic were really rather lackluster, I think the optimal team composition was 4 Escapist and 4 Scout. Having at least one Medic could still be beneficial (perhaps two if you aren't on comms), but Guide just really lacked impact, as finding gens is more than easy enough in 2V8 and the great skill check bonus is incredibly negligible with the average amount of skill checks survivors are expected to get when teaming up on gens (and that's if they hit greats to begin with).

    While it's definitely perplexing to see Guide and Medic outpick Scout (well, not that perplexing either, the average player just isn't great at evaluating the actual effects of the classes and just thinks the "gen" or "healer" class are surely good because those things in and of themselves are very obviously important, whereas "scouting" isn't really an established concept in the game altogether), there is something to be said about the 4-instances-per-class limitation and the Tome challenges skewing the pickrates, as @Dreamnomad points out. Even more, since every survivor could see the class composition of the team, I suspect there also was somewhat of a self-correcting bias where people thought they ought to pick whatever class was underrepresented in a given group.

    But yeah, pickrates if every player was myself would be 50/50/0/0 Escapist/Scout/Medic/Guide, or 50/37.5/12.5/0 for a 4-3-1 split. At most 37.5/37.5/25/0 for 3-3-2. Anyway, I would always want to have at least 3 Scout to cover most of the map.

    For the remaining stats, nothing is really too interesting. As per usual while Nurse was egregiously overpowered in the mode, the top average killrates fall to killers that are much easier to play for the average player, and as in the regular gamemode this will probably lead to BHVR not reconsidering on Nurse. Well, at least they must have seen the 100+-match slugstreak (achievable only thanks to Nurse) and are implementing basekit Unbreakable. The incredibly low average number of blinds and blind rescues even in matches where a flashlight was brought just further supports how weak of an item flashlights are. Altruistic heals outweighing self-heals is completely obvious as the means of healing yourself are not basekit and severely limited, with med-kits, Self-Care and Circle having been notably nerfed. I also don't know whether they count other means of "healing yourself" in this, such as Inner Strength. If anything self-heals being almost 40% as frequent as altruistic heals is surprising, and likely mostly testament to how often people bring med-kits.

    EMPs not being used all that frequently on average because Singularity is too weak and needs more buffs is certainly one take.

    My take on it is that you need to play coordinatedly and patiently to have a chance against a Singu player that has a clue what they're doing, play the boring slow game where you prerun, hide, wait, heal, get EMPs, and most groups do not and cannot do that, and simply fall apart and die before even having the chance of using enough EMPs to drive up that average.

    Singu is a really, really strong killer, the idea that EMPs aren't getting used much because you can just outplay him easily and stay Slipstreamed is ridiculous to me. I think the only thing keeping Singu from having 70+% average killrates is that he's moderately challenging to play. Good Singularity players basically never lose. If someone like Knightlight were to streak on that killer, I don't think any group he encounters would ever beat him (cheaters excluded).