0.16 Gens done on average per match. New stats are likely wrong.

The new stats posted by BHVR show that on average 0.16 gens are done per match. The stats are likely wrong, which means, that the kill stats are likely wrong too.

Why do i post this? Because people will now keep sharing the likely wrong stats and should know that the stats dont make sense.


How do i come to 0.16 gens on average?:

https://forum.deadbydaylight.com/en/discussion/comment/1687393#Comment_1687393

50627522 survivors died, 6765882 escaped. Total number of survivors is 57393404.

57393404 divided by 4 (because there are 4 survivors per game) now you have the number of games: 14348351

2272978 generators were repaired, source: https://forum.deadbydaylight.com/en/discussion/comment/1687378#Comment_1687378

Now take the number of generators that were repaired 2272978 and divide it by the number of games 14348351

Now you get 0.158413.... so roughly 0.16 generators beeing repaired per game.


This dosent look like their stats are correct.


p.s. Thanks to @Madjura for first showing me the numbers.

Tagged: Mod

Comments

  • The stats aren't escape rate vs kill rate. The new stats only show sacrifices and escapes that contributed to the completion of tome challenges over the past year.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688366#Comment_1688366

    Eh, who knows where they're pulling these stats from, but if we're being completely honest, the average gen completion is probably not much higher than 2. That's the highest I'd go. And 5 gens completed probably is quite rare if you consider how many people are in the lower ranks where it's very killer sided because survivors have no idea how to play the game yet.

    And the swf teams are also just one part of the bigger picture no? There aren't many 4 man SWF groups in the game, it's mainly 2 or 3-man, and they don't escape that often from what I've seen, nor do they even get a lot of gens done in the first place because they're just screwing around because they're bored.

    Yes, they are just a part of it as well. Just wanted to shed light on the fact that it isn´t as one-sided as it may seem.


    Agreed on the low ranks not getting shoot done, it´s miserable down there. We won´t know how many gens get done overall though. From my experience, it´s anywhere from 3-5, but I main Trapper, Clown and Myers. Anything less is pretty rare, more so on Trapper than on Myers.

  • 2272978÷(14348351×7)=2.26% of total gens finished. 3% if you only count 5 gens per match.

    3% of total gens per match is 12 seconds repair time by one survivor no perk or toolbox.

  • @Madjura said:

    More fun stats!

    2272978 generators were repaired with challenges active, source: https://www.instagram.com/p/CGdNiGpFUvv/ and this post confirming that the stats are only tracked with challenges active:

    https://forum.deadbydaylight.com/en/discussion/comment/1687741#Comment_1687741

    25042 years were spent doing challenges, source: https://twitter.com/DeadByBHVR/status/1317548449764691968

    Riddle time!

    If you collect footage from players doing the challenges, and cut the footage so that it has the length of exactly 1 year, how many generators would you expect to see repaired in this footage?

    We can get this by calculating the number of generators repaired per year.

    Taking the values from above we get:

    2272978 generators / 25042 years.

    This gives us a value of 90.77 generators per year.

    So the answer is, if you cut footage of players doing challenges and made the video one year long and watched all of it, you would expect to see 91 generators repaired.

    So if it is only with challenge active then it would only be looking individual performance per match. Which would mean people with the challenge only did 1/5 of a gen (if we round up) per trial.

  • One thing that needs to be considered is how easy it is for a survivor team to throw the game.


    A survivor DCs, the game is thrown. The survivor forces struggle and then suicides, the game is thrown. The survivor is afk, the game is thrown.


    In a game where both sides try and both sides don't throw, who knows what the balance is, but what I do know is

    1. DC penalties must stay! (anyone who wants to do away with DC penalties is begging to nerf killers to oblivion)
    2. Survivors should not be able to kill themselves while in struggle phase. (However, I'm alright with accelerating how quickly you get sacrificed, such as how it works with PH)
    3. Moris are a problem. Moris are not the same as keys. I play both sides, I get how annoying keys can be, but keys are not nearly as broken as Moris. In addition, Moris are incredibly common. I will avoid a Mori offering and across all my killers I have nearly 300 mori offerings, and this is with me going out of my way to avoid them.
    4. Certain Iri add-ons are completely unfair for survivors. Mother Daughter Ring, Iri Head Hatchets, Plague and Oni's add-ons that allow them to see the aura of survivors touching blood or while throwing up. There are so many add-ons in this category that are straight up unfair and with the combination of the purple hand to keep add-ons offering you can re-use these exceptionally broken add-ons repeatedly.

    Once these core issues are addressed I guarantee that the survival rate will be more accurate and then we can discuss balance. But I really feel that these 4 points need to be addressed first. I'd be willing to bet that the balance is much more balanced than what the stats initially show after these flaws are fixed.

  • Can believe the survival rate, but the gens completed I absolutely cannot. Considering how unbelievable the gens completed rate is, guess this data may as well be ignored

  • If the matches played as OP stated had ONE survivor with an active Gen Challenge... then yes looks wrong

    But if the matches played as OP stated didn't have one survivor with an active Gen Challenge... Then yea looks right

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