deadbydaylight


The Emblem System is a Grading System used in Ranked Trials of Dead by DaylightIconHelp DBDlogoIconHelp DBDlogoIconHelp DBDlogo since Patch 1.9.4.

It is displayed in the Tally Screen after ending a Trial and determines a Player's Grade based on their overall performance in that Trial.


Overview

The Emblem System judges a Player's performance during a Trial by tracking their gameplay actions across 4 separate Emblems and granting and deducting points based on the specific gameplay actions.

Based on the accumulated points, each Emblem is then assigned a Quality, which is worth a specific amount of Emblem Points.
The higher the Quality, the more points it grants.

The total amount of Emblem Points across all four Emblems then determines whether the Player will receive 2 (outstanding performance), 1 (good performance), or 0 (insufficient performance) Pips towards their current Grade.

This last interaction inextricably links the Emblem System and Grades since the latter's introduction in Patch 5.2.0.


Grading System

The Emblem System is used to determined a Player's Grade based on their performance in Trials, which is measured across four Categories that represent the core gameplay mechanics of the Game.

The idea is that Players not only focus on their main objective alone, but also engage in side objectives in order to obtain good Emblems.
A good Emblem must be earned.

The more Emblems a Player has earned and the better their respective Quality, the more Pips are awarded towards the Player's Grade.


Emblem Qualities

Emblems come in 4 different Qualities.

The Quality of an Emblem can be likened to a type of grade.
Each Quality represents a certain number of Emblem Points, which are added together and then converted into Pips to determine whether a Player receives progress towards their Grade or not.

Bronze

Receiving a Bronze Emblem indicates that the Player performed poorly in its associated Gameplay Category.
The Player successfully completed a few actions that contribute towards the Emblem, but also failed several of them.

Silver

Receiving a Silver Emblem indicates that the Player performed adequately in its associated Gameplay Category.
The Player successfully completed several actions that contribute towards the Emblem, but also failed a few of them.

Gold

Receiving a Gold Emblem indicates that the Player exceeded expectations in its associated Gameplay Category.
The Player successfully completed several actions that contribute towards the Emblem.

Iridescent

Receiving an Iridescent Emblem indicates that the Player performed outstandingly its associated Gameplay Category.
The Player successfully completed all actions that contribute towards the Emblem.

None

Failing to receive an Emblem indicates that the Player performed dreadfully in its associated Gameplay Category.
The Player failed all actions that contribute towards the Emblem.


Emblem Scoring & Quality Thresholds

EmblemIcon qualityThresholdsBar

Scoring Points

Each Emblem tracks specific gameplay events during the Trial, which add or deduct Scoring Points to or from the Emblem.
The amount of points are then used to determine each Emblem's Quality after the Trial.

The Scoring Points are hidden to Players during the Trial and tracked in the background.

When Players hover over their Emblems in the Tally Screen, a pop-up reveals a break-down of the actions that contributed towards or against the Emblem's achieved Quality, as well as the Scoring Points.

Quality Thresholds

The break-down pop-up also displays a Progress bar that converts the Scoring Points at the very bottom into percentages contributing towards the Emblem's Quality.

The Progress bar displays the different Quality Thresholds right above it with icons in the corresponding colours and the shape of a shield.


Emblem Types

Emblems come in four types per side, which represent the four core gameplay mechanics of Dead by Daylight's Trials and were originally represented by the four categories still used today in Score Events:

Survivor Emblems

Lightbringer

The Lightbringer Emblem grades how much the Player participated in progressing the main objective as a Survivor.

The Lightbringer Emblem tracks the following interactions:

Quality Thresholds
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
0 Points 30 Points 100 Points 190 Points 270 Points
0 % ~11 % ~37 % ~70 % 100 %
EmblemIcon lightbringer none
EmblemIcon lightbringer bronze
EmblemIcon lightbringer silver
EmblemIcon lightbringer gold
EmblemIcon lightbringer iridescent
Scoring Points

The Player's goal is to gain as many points towards this Emblem as possible during a Trial
The starting value for this Emblem is 0 points, which is equivalent to No Emblem obtained:

Unbroken

The Unbroken Emblem grades the Player's ability to survive during Trials as a Survivor.
It is unique amongst Emblems in its scoring in that it works backwards: the fewer points the Player has, the better the Quality.
It also has uniquely fixed thresholds for its qualities, that are defined in code, rather than calculated based on the number of points one obtained.

The Unbroken Emblem tracks the following interactions:

Quality Thresholds
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
999 Points 899 Points 799 Points 699 Points 0 Points
0 % 25 % 50 % 75 % 100 %
EmblemIcon unbroken none
EmblemIcon unbroken bronze
EmblemIcon unbroken silver
EmblemIcon unbroken gold
EmblemIcon unbroken iridescent
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.
Scoring Points

The Player's goal is to gain as few points towards this Emblem as possible during a Trial
The starting value for this Emblem is 0 points, which is equivalent to Iridescent Unbroken:

Benevolent

The Benevolent Emblem grades the altruistic behaviour of Survivors during the Trial in general.

The Benevolent Emblem tracks the following interactions:

Quality Thresholds
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
0 Points 25 Points 45 Points 75 Points 100 Points
0 % 25 % 45 % 75 % 100 %
EmblemIcon benevolent none
EmblemIcon benevolent bronze
EmblemIcon benevolent silver
EmblemIcon benevolent gold
EmblemIcon benevolent iridescent
Scoring Points

The Player's goal is to gain as many points towards this Emblem as possible during a Trial.
The starting value for this Emblem is 35 points points, which is equivalent to Bronze Benevolent:

Additionally, the following multiplier may be applied:

Evader

The Evader Emblem grades the Player's ability to stay hidden from the Killer, as well as their ability to win chases (losing the Killer).

The Evader Emblem tracks the following interactions:

Quality Thresholds
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
0 Points 230 Points 380 Points 560 Points 880 Points
0 % ~26.1 % ~43.2 % ~63.6 % 100 %
EmblemIcon evader none
EmblemIcon evader bronze
EmblemIcon evader silver
EmblemIcon evader gold
EmblemIcon evader iridescent
Notice:
  • When escaping from a Chase, there is a buffer of 5 seconds before the Game considers the Chase ended
    • Should the Chase be reinitiated within that buffer, it will continue
  • On-going Chases are evaluated every 15 seconds, banking the current scores for the Player.
Scoring Points

The Player's goal is to gain as many points towards this Emblem as possible during a Trial.
The starting value for this Emblem is 100 points, which is equivalent to No Emblem obtained:

Additionally, the following multipliers may be applied:


Killer Emblems

Gatekeeper

The Gatekeeper Emblem grades the Player's ability to slow down the Generator Progress of Survivors for as long as possible.

The Gatekeeper Emblem tracks the following interactions:

Quality Thresholds
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
0 Points 10 Points 15 Points 25 Points 35 Points
0 % ~28.6 % ~42.9 % ~71.4 % 100 %
EmblemIcon gatekeeper none
EmblemIcon gatekeeper bronze
EmblemIcon gatekeeper silver
EmblemIcon gatekeeper gold
EmblemIcon gatekeeper iridescent
Scoring Points

The Player's goal is to gain as many points towards this Emblem as possible during a Trial.
The starting value for this Emblem is 0 points, which is equivalent to No Emblem obtained:

Devout

The Devout Emblem grades the Player's ability to sacrifice and kill Survivors.

The Devout Emblem tracks the following interactions:

Quality Thresholds
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
0 Points 1 Points 4 Points 8 Points 10 Points
0 % 10 % 40 % 80 % 100 %
EmblemIcon devout none
EmblemIcon devout bronze
EmblemIcon devout silver
EmblemIcon devout gold
EmblemIcon devout iridescent
Scoring Points

The Player's goal is to gain as many points towards this Emblem as possible during a Trial.
The starting value for this Emblem is 0 points, which is equivalent to No Emblem obtained:


Malicious

The Malicious Emblem grades the Player's ability to apply pressure to Survivors and prevent them from helping one another through altruistic actions.

The Malicious Emblem tracks the following interactions:

Quality Thresholds
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
0 Points 11 Points 22 Points 30 Points 36 Points
0 % ~30.6 % ~61.1 % ~83.3 % 100 %
EmblemIcon malicious none
EmblemIcon malicious bronze
EmblemIcon malicious silver
EmblemIcon malicious gold
EmblemIcon malicious iridescent
Scoring Points

The Player's goal is to gain as many points towards this Emblem as possible during a Trial.
The starting value for this Emblem is 0 points, which is equivalent to No Emblem obtained:

Chaser

The Chaser Emblem grades the Player's ability to find and chase Survivors.

The Chaser Emblem tracks the following interactions:

Quality Thresholds
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
0 Points 650 Points 1,230 Points 1,800 Points 2,550 Points
0 % ~25.5 % ~48.2 % ~70.6 % 100 %
EmblemIcon chaser none
EmblemIcon chaser bronze
EmblemIcon chaser silver
EmblemIcon chaser gold
EmblemIcon chaser iridescent
Notice:
  • When losing a Survivor during a Chase, there is a buffer of 5 seconds before the Game considers the Chase ended
Scoring Points

The Player's goal is to gain as many points towards this Emblem as possible during a Trial.
The starting value for this Emblem is 0 points, which is equivalent to No Emblem obtained:


Grading

Main article: Grades

The Quality of an Emblem determines the amount of Emblem Points the Game awards towards the Player's Pips used for the Grades:

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

Pipping Conditions

The Pips, determined by the number of obtained Emblem Points, progress a Player's Grade.
The higher their current Grade, the more Emblem Points or Emblems of better Qualities must be obtained to grade up.

Grades Killer Emblem Points Survivor Emblem Points Pip Change
Ash IV-I 0-8 0
9-13 +1 (Pip)
14-16 +2 (Double Pip)
Nothing
Bronze IV
0-9 0
10-13 +1 (Pip)
14-16 +2 (Double Pip)
Nothing
Bronze III-I 0-9 0
10-13 +1 (Pip)
14-16 +2 (Double Pip)
Nothing
Silver IV-I 0-10 0-9 0
11-14 10-13 +1 (Pip)
15-16 14-16 +2 (Double Pip)
Nothing
Gold IV-I 0-11 0-10 0
12-14 11-13 +1 (Pip)
15-16 14-16 +2 (Double Pip)
Nothing
Iridescent IV-II 0-12 0-11 0
13-15 12-14 +1 (Pip)
16 15-16 +2 (Double Pip)
Nothing
Iridescent I 0-16 0


History

The Emblem System was introduced in Patch 1.9.4 as Dead by Daylight's sole adjudicator of Player performance during ranked Trials and adjusting their Ranks accordingly afterwards.
It replaced two older systems that had become inadequate and outdated for the Dead by Daylight by that time: the Victory Cube Ranking System for Killers and the original and previously unchanged Bloodpoint-based Ranking System for Survivors.

Since Dead by Daylight used Ranks (and later Grades) for its Matchmaking Process, matching Players of similar Ranks/Grades together for ranked Trials, this made the Emblem System indirectly Dead by Daylight's main Matchmaking System until the introduction of the Skill-Based Matchmaking Rating in September 2021.

Since the introduction of the new dedicated Matchmaking System, which uses a hidden and fully independent Scoring System to matchmake Players, Grades are no longer used for the Matchmaking Process and now merely determine the amount of BloodpointsIconCurrency bloodpointsIconCurrency bloodpointsIconCurrency bloodpoints Players receive for their achieved Grades on the 13th of each month, which relegated the Emblem System to its current function as a Grading System.


Change Log

Patch 2.0.0

Patch 2.3.0

Patch 3.0.0

Patch 7.7.0


Trivia