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Emblemas são uma mecânica de Ranking implimentada na Atualização 1.9.4 do Dead by Daylight IconHelp DBDlogo.

Predefinição:Emblem Disclaimer

AVISO ESTA PÁGINA ESTÁ NO PROCESSO DE SER TRADUZIDA.

Overview[]

O Sistema de Emblemas substituiu o Victory Cube para Assassinos e a antiga mecânica de Rank baseada em Pontos de Sangue para os Sobreviventes.

A Player's Rank is now decided by their performance in a Trial and independent of the Bloodpoints they gained.

Emblems replace the old Bloodpoint Category circles in the Ranking section of the Tally Screen.

Successfully obtained Emblemas come in four Qualities: Bronze, Silver, Gold, and Iridescent.


Survivor Emblems[]

Lightbringer[]

Formerly known as the Objectives Category.
Nothing No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 30 Points 100 Points 190 Points 270 Points
Percentage Thresholds 0 % ~11 % ~37 % ~70 % 100 %
Former Category:
DailyRitualIcon objectives
Objectives
EmblemIcon lightbringer none
EmblemIcon lightbringer bronze
EmblemIcon lightbringer silver
EmblemIcon lightbringer gold
EmblemIcon lightbringer iridescent
The LIGHTBRINGER Emblem represents your participation in Generator Repairs.
The higher the percentage of overall generator repair participation, the higher the quality of this Emblem.
Successfully cleansing both Dull Totems and Hex Totems and opening Exit Gates also grants points towards this Emblem.
All generator repair progress other Survivors make while you are in a chase with a Killer will also contribute a small amount of points towards this Emblem.
Your goal is to gain as many points as possible for this Emblem:
  • 0 points: starting value
  • 0-100 points: completing Generator Repairs (1 point per contributed percent)
    • Co-op repairing a Generator does not award bonus points; points for Generator Repairs are split across all contributing Survivors
    • 0-33.333 points: being chased while other Survivors repair a Generator (the maximum gain is multiplied by the Repair percentage progress, ranging from values 0-1)
  • 5 points: awarded to all Survivors when a Generator is completed
  • 15 points: awarded to each Survivor who opened an Exit Gate
  • 20 points: cleansing a Dull Totem
  • 5 points: being chased while another Survivor cleansed a Dull Totem
  • 50 points: cleansing a Hex Totem
  • 10 points: being chased while another Survivor cleansed a Hex Totem

Unbroken[]

Formerly known as the Survival Category.
Nothing No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 999 Points 899 Points 799 Points 699 Points 0 Points
Percentage Thresholds 0 % 25 % 50 % 75 % 100 %
Former Category:
DailyRitualIcon survival
Survival
EmblemIcon unbroken none
EmblemIcon unbroken bronze
EmblemIcon unbroken silver
EmblemIcon unbroken gold
EmblemIcon unbroken iridescent
The UNBROKEN Emblem represents your ability to survive.
Escaping a Trial without being downed results in an Iridescent Emblem, while being downed at least once results in a Gold Emblem.
If you die in a trial, the Emblem Quality is based on the amount of time you were alive.
However, the highest Emblem Quality one can obtain in this manner is Silver.
Your goal is to gain as few points as possible for this Emblem:
  • 0 points: starting value
  • 1 point: added for being put into the Dying State
  • 999 points: added if the time you are alive is less than 300 seconds (5 minutes)
  • 899 points: added if the time you are alive is less than 540 seconds (9 minutes), but exceeds 300 seconds (5 minutes)
  • 799 points: added if the time you are alive exceeds 540 seconds (9 minutes)

Special Condition:

  • If you escape unbroken (without having been downed once) and the time you were alive exceeds 540 seconds, you will automatically be awarded an Iridescent Emblem

Notice:

  • The displayed percentage thresholds for this Emblem, unlike for all others, were defined in code and depend on the obtained Quality; they are not calculated via actual percentages, as that would be impractical for this Emblem.

Benevolent[]

Formerly known as the Altruism Category.
Nothing No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 25 Points 45 Points 75 Points 100 Points
Percentage Thresholds 0 % 25 % 45 % 75 % 100 %
Former Category:
DailyRitualIcon altruism
Altruism
EmblemIcon benevolent none
EmblemIcon benevolent bronze
EmblemIcon benevolent silver
EmblemIcon benevolent gold
EmblemIcon benevolent iridescent
The BENEVOLENT Emblem represents how altruistic you and your team are during a Trial.
The first two times each Survivor is hooked, all Survivors lose points. Safely unhooking them returns the points back to all Survivors that still remain in the match, and the Survivor performing the action also receives bonus points.
An unsafe hook rescue results in a loss of points for the Survivor performing the action.
Other altruistic actions, such as healing, making a Killer drop a Survivor, and taking a hit while a Survivor is being carried, also grant points.
Your goal is to gain as many points as possible for this Emblem:
  • 35 points: starting value
  • 0 points: awarded for being hit
  • 0 points: awarded for healing up
  • 10 points: awarded for healing another Survivor (partial progress awards partial points)
  • -10 points: deducted from all Survivors when any Survivor is hooked (refunded if the hooked Survivor dies within 10 seconds)
  • 10 points: awarded to all Survivors when any Survivor is unhooked
  • 20 points: awarded to the Survivor who performed the Unhook action if the unhooked Survivors is not downed within 10 seconds post-rescue
  • -30 points: deducted from the Survivor who performed the Unhook action if the unhooked Survivor is downed within 10 seconds post-rescue
  • 10 points: awarded for being hit while the Killer is carrying another Survivor
  • x0.15: multiplier added to all Benevolent points gained inside the Basement
  • x0.15: multiplier added to all Benevolent points gained after powering the Exit Gates
  • 30 points: awarded for rescuing a Survivor from the Killer Grasp
  • 10 points: awarded for helping a Survivor escape the Killer Grasp due to nearby Hook Sabotage (within 10 metres)

Evader[]

Formerly known as the Boldness Category.
Nothing No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 230 Points 380 Points 560 Points 880 Points
Percentage Thresholds 0 % ~26.1 % ~43.2 % ~63.6 % 100 %
Former Category:
DailyRitualIcon boldness
Boldness
EmblemIcon evader none
EmblemIcon evader bronze
EmblemIcon evader silver
EmblemIcon evader gold
EmblemIcon evader iridescent
The EVADER Emblem represents your ability to stay hidden from The Killer or to be able to win chases against them.
You win points by remaining unnoticed by the Killer; the closer you are, the higher the points.
You also win points if you escape a chase without getting hit; the longer the chase, the higher the points.
Every 15 seconds, you secure your points, however, you will only receive half of the points if you lose the chase.
Successful Pallet Stuns also grant bonus points towards this Emblem.
Technical information:
  • 5 seconds: time buffer after which the game considers a Chase ended if it is not re-initiated
  • 15 seconds: interval at which the points gained during a Chase are banked
  • x2: multiplier applied to gained points if a Chase has been successfully evaded
Your goal is to gain as many points as possible for this Emblem:
  • 100 points: starting value
  • 1 point per second: awarded for being in the Killer's Terror Radius
    • This value is affected by a distance multiplier:
      • within 5 metres: x6.0
      • within 10 metres: x2.2
      • within 20 metres: x1.1
      • within 30 metres: x0.5
      • within 45 metres: x0.3
      • within 64 metres: x0.1
      • farther than 64 metres: x0.0
  • 1 point per second: awarded for an on-going Chase escaping the Chase successfully; the longer and the closer, the more points are awarded:
    • This value is affected by a distance multiplier:
      • within 5 metres: x1.2
      • within 10 metres: x0.6
      • within 20 metres: x0.6
      • within 30 metres: x0.3
      • within 45 metres: x0.3
      • within 60 metres: x0.1
    • This value also changes depending on the final Chase duration:
      • 0-15 seconds: 1 point per second
      • 15-30 seconds: 25 points per second
      • 30-45 seconds: 60 points per second
      • 45-60 seconds: 125 points per second
      • 60+ seconds: 250 points per second
  • 0 points: awarded for starting a Chase
  • -10 points: deducted when a Chase results in getting hit by the Killer
  • 50 points: awarded for stunning the Killer with a Pallet


Killer Emblems[]

Gatekeeper[]

Formerly known as the Deviousness Category.
Nothing No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 10 Points 15 Points 25 Points 35 Points
Percentage Thresholds 0 % ~28.6 % ~42.9 % ~71.4 % 100 %
Former Category:
DailyRitualIcon deviousness
Deviousness
EmblemIcon gatekeeper none
EmblemIcon gatekeeper bronze
EmblemIcon gatekeeper silver
EmblemIcon gatekeeper gold
EmblemIcon gatekeeper iridescent
The GATEKEEPER Emblem is won by slowing down Generator Repair progress for as long as possible.
Points are gained each minute for the first nine minutes of the Trial, based on the amount of incomplete Generators remaining on the Map.
Ending the Trial with the Exit Gates closed grants bonus points.
Your goal is to gain as many points as possible for this Emblem:
  • 0 points: starting value
  • 0-45 points: awarded once per minute for each Generator remaining unrepaired (capped at 9 minutes)
    • 5 points: awarded if 5 Generators remain after a/another minute has elapsed
    • 4 points: awarded if 4 Generators remain after a/another minute has elapsed
    • 3 points: awarded if 3 Generators remain after a/another minute has elapsed
    • 2 points: awarded if 2 Generators remain after a/another minute has elapsed
    • 1 point: awarded if 1 Generator remains after a/another minute has elapsed
    • 0 points: awarded if no Generators remain after a/another minute has elapsed
  • 10 points: awarded if the Exit Gates remained closed at the end of a trial

Devout[]

Formerly known as the Sacrifice Category.
Nothing No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 1 Points 4 Points 8 Points 10 Points
Percentage Thresholds 0 % 10 % 40 % 80 % 100 %
Former Category:
DailyRitualIcon sacrifice
Sacrifice
EmblemIcon devout none
EmblemIcon devout bronze
EmblemIcon devout silver
EmblemIcon devout gold
EmblemIcon devout iridescent
The DEVOUT Emblem represents the Killer's ability to sacrifice and kill Survivors.
Each Survivor eliminated from the Trial grants points.
Sacrifices, Moris, and Reverse Bear Trap kills grant the same amount of points.
No points are awarded for any Survivor that bleeds out.
Hooking all Survivors at least once will guarantee at minimum a Bronze Emblem.
An Iridescent Emblem requires performing nine or more Hook actions in the Trial.
Your goal is to gain as many points as possible for this Emblem:
  • 0 points: starting value
  • 2 points: awarded for each Sacrifice
  • 2 points: awarded for each Kill
  • 0 points: for each bleed-out death
  • 2 points: awarded for each Disconnect
  • 1 point: awarded for having hooked all Survivors at least once
  • 1 point: awarded when Survivors have been hooked for 9 times.

Malicious[]

Formerly known as the Brutality Category.
Nothing No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 11 Points 22 Points 30 Points 36 Points
Percentage Thresholds 0 % ~30.6 % ~61.1 % ~83.3 % 100 %
Former Category:
DailyRitualIcon brutality
Brutality
EmblemIcon malicious none
EmblemIcon malicious bronze
EmblemIcon malicious silver
EmblemIcon malicious gold
EmblemIcon malicious iridescent
The MALICIOUS Emblem represents the Killer's ability to apply pressure on Survivors and prevent them from helping each other.
Points are won by hurting, interrupting, and downing Survivors, and lost if the Survivors are healed.
Points are also awarded each time a Survivor is hooked, which are NOT lost when the Survivor is unhooked.
Your goal is to gain as many points as possible for this Emblem:
  • 0 points: starting value
  • 1 point: awarded for each successful hit
  • 2 points: awarded for each new Hook State reached by a hooked Survivor
  • -1 point: lost for each instance a Survivor was healed
  • -1 point: lost for each Survivor that manages to escape your grasp

Chaser[]

Formerly known as the Hunting Category.
Nothing No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 650 Points 1,230 Points 1,800 Points 2,550 Points
Percentage Thresholds 0 % ~25.5 % ~48.2 % ~70.6 % 100 %
Former Category:
DailyRitualIcon hunter
Hunting
EmblemIcon chaser none
EmblemIcon chaser bronze
EmblemIcon chaser silver
EmblemIcon chaser gold
EmblemIcon chaser iridescent
The CHASER Emblem represents the Killer's ability to find and chase Survivors.
A few points are won each time a Survivor is found, and also by winning the Chase; the shorter the Chase, the higher the points.
Staying within a close proximity to hooked Survivors will reduce points in this Emblem over time.
Technical information:
  • 5 seconds: time buffer when losing a Survivor after which a Chase is terminated
Your goal is to gain as many points as possible for this Emblem:
  • 0 points: starting value
  • 0 points: awarded for ending a Chase by losing the Survivor
  • 5 points: awarded for finding a Survivor and initiating a Chase
  • x points: awarded for an on-going Chase ending the Chase successfully; the shorter, the more points are awarded
    • This value changes depending on the final Chase duration:
      • 0-15 seconds: 90 points
      • 15-30 seconds: 60 points
      • 30-45 seconds: 50 points
      • 45-60 seconds: 40 points
      • 60+ seconds: 30 points
  • 55 points: awarded for hitting a Survivor during a Chase
  • -3 points: deducted each second you are within moderate proximity (16 metres) to a hooked Survivor (only applied after 10 seconds)
  • -7.5 points: deducted each second you are within extreme proximity (8 metres) to a hooked Survivor (only applied after 10 seconds)


Emblem Qualities[]

The Quality of an Emblem can be compared to a type of grade, grading a Player's performance in the associated Category.

  • Iridescent Emblem: awarded for an Outstanding performance in the associated Category.
  • Gold Emblem: awarded for Exceeding Expectations in the associated Category.
  • Silver Emblem: awarded for an Acceptable performance in the associated Category.
  • Bronze Emblem: awarded for a Poor performance in the associated Category: failed to meet expectations
  • No Emblem: awarded for a Dreadful performance in the associated Category: failed through and through.

If a Player feels like they performed well in a game, but not exceedingly so, a mix of Silver and Gold Emblems can be expected.
Iridescent Emblems and a double-pip should only be expected if one knows that they have outdone themselves in the Trial and performed outstandingly well.


Ranking[]

Main article: Rank

The Quality of the Emblems determines the amount of points they award towards ranking:

Quality Points awarded
None (no Emblem received) 0
Bronze 1
Silver 2
Gold 3
Iridescent 4

Pip Conditions[]

As of Patch 2.6.0, the Pip conditions depend on the specific Rank group (colour) the Player's Character is in. Predefinição:Pip Conditions/Grades


Change Log[]

Patch 2.0.0[]

  • Adjusted several thresholds to obtain certain Emblem Qualities.

Patch 2.3.0[]

  • Hooking each Survivor at least once during the Trial now guarantees a Bronze Devout Emblem.
  • Remaining within 16 metres of a hooked Survivor for a prolonged period of time now degrades the Chaser Emblem's Quality over time.

Patch 3.0.0[]

  • Added events for Lightbringer Emblem scoring:
    • 20 points for cleansing a dull totem.
    • 5 points if a Dull Totem is cleansed while you are in a chase.
    • 10 points if a Hex Totem is cleansed while you are in a chase.
    • 1/3 points for each percent of a Generator repaired while you are in a chase.
  • Added event for Benevolent Emblem scoring: 10 points for sabotaging a Hook within 10 metres of a Killer carrying a Survivor, if the carried Survivor then wiggles free.
  • Added event for Evader Emblem scoring: 50 points for stunning the Killer with a Pallet.


Trivia[]

  • According to their file name, Iridescent Emblems were originally going to be Platinum Emblems.
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