Emblems

From Dead by Daylight Wiki
Jump to: navigation, search

Emblems are a new Ranking Mechanic that was implemented with Patch 1.9.4 into Dead by Daylight IconHelp DBDlogo.png.


Overview

The Emblem System is a replacement for the Victory Cube for Killers and the old Bloodpoint-related Rank Mechanic for Survivors.

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 Emblems come in four Qualities: Bronze, Silver, Gold & Iridescent.


Survivor Emblems

Lightbringer

Formerly known as the Objectives Category.
Nothing.png No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 30 Points 100 Points 190 Points 270 Points
Former Category:
DailyRitualIcon objectives.png
Objectives
EmblemIcon lightbringer none.png
EmblemIcon lightbringer bronze.png
EmblemIcon lightbringer silver 2.png
EmblemIcon lightbringer gold.png
EmblemIcon lightbringer iridescent.png
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 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)
  • 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)
  • 0 points: co-op repairing a Generator
  • 5 points: awarded to all Survivors when a Generator is completed
  • 15 points: awarded to all Survivors when powering the Exit Gates
  • 20 points: cleansing a Dull Totem
  • 5 points: cleansing a Dull Totem mid-chase
  • 50 points: cleansing a Hex Totem
  • 10 points: cleansing a Hex Totem mid-chase

Unbroken

Formerly known as the Survival Category.

Nothing.png No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 999 Points 899 Points 799 Points 699 Points 0 Points
Former Category:
DailyRitualIcon survival.png
Survival
EmblemIcon unbroken none.png
EmblemIcon unbroken bronze.png
EmblemIcon unbroken silver.png
EmblemIcon unbroken gold.png
EmblemIcon unbroken platinum.png
The UNBROKEN Emblem represents your ability to survive.
Escaping a Trial without being downed results in an Iridescent quality, while being downed one or more times results in a Gold quality.

If you die in a trial, the emblem quality is based on the amount of time you were alive, however, the highest quality you will receive 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
  • 799 points: added if the time you are alive exceeds 540 seconds

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

Benevolent

Formerly known as the Altruism Category.

Nothing.png No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 20 Points 40 Points 60 Points 80 Points
Former Category:
DailyRitualIcon altruism.png
Altruism
EmblemIcon benevolent none.png
EmblemIcon benevolent bronze.png
EmblemIcon benevolent silver.png
EmblemIcon benevolent gold.png
EmblemIcon benevolent platinum.png
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
  • 10 points: awarded for healing another Survivor (partial progress awards partial points)
  • -10 points: awarded to 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 was not downed within 10 seconds post-rescue
  • 30 points: awarded for escaping the Killer's grasp
  • 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
  • 10 points: awarded for helping a Survivor escape the Killer's grasp due to nearby Hook Sabotage (within 10 metres)

Evader

Formerly known as the Boldness Category.

Nothing.png No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 230 Points 380 Points 560 Points 880 Points
Former Category:
DailyRitualIcon boldness.png
Boldness
EmblemIcon evader none.png
EmblemIcon evader bronze.png
EmblemIcon evader silver.png
EmblemIcon evader gold.png
EmblemIcon evader platinum.png
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.
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 proximity to the Killer
    • 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 being chased and managing to escape (a Chase is considered ended and successful for the Survivor if the Killer is lost for 5 seconds, points gained during a Chase are banked every 15 seconds)
    • 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
  • -10 points: lost if a Chase ends with a hit
  • x2: multiplier for successfully escaping a Chase
  • 50 points: awarded for stunning the Killer with a Pallet


Killer Emblems

Gatekeeper

Formerly known as the Deviousness Category.
Nothing.png No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 250 Points 350 Points 650 Points 900 Points
Former Category:
DailyRitualIcon deviousness.png
Deviousness
EmblemIcon gatekeeper none.png
EmblemIcon gatekeeper bronze.png
EmblemIcon gatekeeper silver.png
EmblemIcon gatekeeper gold.png
EmblemIcon gatekeeper platinum.png
The GATEKEEPER Emblem is won by slowing down Generator IconHelpLoading generators.png Repair progress for as long as possible.
You win points every second, based on the amount of incomplete Generators remaining on the Map.

Ending the Trial with incomplete Generators also grants bonus points towards this Emblem.

Your goal is to gain as many points as possible for this Emblem:
  • 0 points: starting value
  • 5 points: awarded for each Generator remaining for each elapsed minute (capped at 9 minutes)
  • 0 points: awarded when 0 Generators remain at the end of a trial
  • 200 points: awarded when 1 Generator remains at the end of a trial
  • 300 points: awarded when 2 Generators remain at the end of a trial
  • 400 points: awarded when 3 Generators remain at the end of a trial
  • 500 points: awarded when 4 Generators remain at the end of a trial
  • 600 points: awarded when 5 Generators remain at the end of a trial

Devout

Formerly known as the Sacrifice Category.
Nothing.png No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 1 Points 4 Points 8 Points 10 Points
Former Category:
DailyRitualIcon sacrifice.png
Sacrifice
EmblemIcon devout none.png
EmblemIcon devout bronze.png
EmblemIcon devout silver.png
EmblemIcon devout gold.png
EmblemIcon devout platinum.png
The DEVOUT Emblem represents your ability to sacrifice and kill Survivors IconHelpLoading survivor.png.
Each Survivor eliminated from the Trial grants points. Sacrifices, Memento Moris IconHelp mementoMori.png and Reverse Bear Trap kills grant the same amount of points.

No points are awarded for Survivors that bleed out.

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: a bonus awarded after having hooked all Survivors a combined total of 9 times

Malicious

Formerly known as the Brutality Category.
Nothing.png No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 11 Points 22 Points 30 Points 36 Points
Former Category:
DailyRitualIcon brutality.png
Brutality
EmblemIcon malicious none.png
EmblemIcon malicious bronze.png
EmblemIcon malicious silver.png
EmblemIcon malicious gold.png
EmblemIcon malicious platinum.png
The MALICIOUS Emblem represents your ability to apply pressure on Survivors IconHelpLoading survivor.png and prevent them from helping each other.
You win points by hurting, interrupting and downing Survivors and you lose them when they get 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.png 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
Former Category:
DailyRitualIcon hunter.png
Hunting
EmblemIcon chaser none.png
EmblemIcon chaser bronze.png
EmblemIcon chaser silver.png
EmblemIcon chaser gold.png
EmblemIcon chaser platinum.png
The CHASER Emblem represents your ability to find and chase Survivors IconHelpLoading survivor.png.
You win a few points each time you find a Survivor, and you also win points by winning the chase; the shorter the chase, the higher the points.
Your goal is to gain as many points as possible for this Emblem:
  • 0 points: starting value
  • 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.

Rank Group Emblem Points Pip(s)
Ranks 20-17 0-8 Points 0 (Safety) Pip
9-13 Points +1 Pip
14-16 Points +2 Pips
Ranks 16-13 0-5 Points -1 Pip
6-9 Points 0 (Safety) Pip
10-13 Points +1 Pip
14-16 Points +2 Pips
Ranks 12-9 0-6 Points -1 Pip
7-10 Points 0 (Safety) Pip
11-14 Points +1 Pip
15-16 Points +2 Pips
Ranks 8-5 0-7 Points -1 Pip
8-11 Points 0 (Safety) Pip
12-14 Points +1 Pip
15-16 Points +2 Pips
Ranks 4-1 0-8 Points -1 Pip
9-12 Points 0 (Safety) Pip
13-15 Points +1 Pip
16 Points +2 Pips


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 guarantees a Bronze Devout Emblem.
  • Remaining within 16 metres of a hooked Survivor for a prolonged period of time will eventually degrade the Chaser Emblem's Quality.

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 point for each 1% of a generator repaired while you are in a chase (Capped to a maximum of 33.3 scored for each generator).
  • Added event for Benevolent emblem scoring: 10 points for sabotaging a hook within 10 meters 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 names, Emblems of the Iridescent Quality were to be of a Platinum Quality at an earlier point during development.