Dead by Daylight

Dead by Daylight

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Emblems — A Compositional Analysis
By bloom
With their own dynamic calculations, Emblems serve as visual representations of trial performance responsible for Grade progression at match completion. By understanding the indicators behind Emblem scoring models, players can perform conscientiously and with purpose, anticipating personal need for goal adjustment on a per-match basis for the purposes of Grade, skill refinement, and overall enjoyment.

In this guide, we explore the substantive components behind each of the eight Emblems: scoring mechanics and their overall effect on Quality & Grading; expanding on trial mechanics and related associations with potential influence toward score offsets. Skill-Based Matchmaking (MMR) will also be discussed with emphasis to corroborated information.
   
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Preface & Glossary
Preliminary considerations
Both Survivor and Killer scoring reward well-rounded gameplay, encouraging participation in all aspects of a trial. While this is the ideal scenario, it is non-essential towards securing pips, directly influenced by Emblem Quality, thus increasing Grade. After all, a Role's Grade is solely involved in the bloodpoint reward earned at the end of each monthly reset (13th day of every month).
  • This is primarily why Emblems, in their current state, are best seen as teaching tools towards understanding the Entity's expectations for either Role, and formulating desired playstyles around such. Considering that certain perks may influence Emblem scoring, not to mention trial success, relevant limitations heavily favor the development of individual skill compared to the "proper" use of influential perks.
While some may see these aspects as flaws, such limitations are mitigated as players gain experience with the mechanics of their chosen role and character: game knowledge and mastery reduces the reliance on specific strategies or perks for success. However —
  • Inexperience should not be seen as a measure for excluding fellow players considering that each trial we load into presents its own set of teaching opportunities.
  • Loss should not be seen as a measure of skill, but rather a chance to continue improving.
As daunting as this game may seem, and as negative as community members may present themselves, establish a goal for yourself and stick to it — as only you will be able to recognize its personal payoff.

Objective
I've always believed that diverging from established gameplay metas, when developing a personal playstyle is possible given the options a game provides, enhances enjoyment while preventing mental exhaustion and burnout. Through a detailed breakdown of each of the eight Emblems, this guide aims to clarify the scoring structure for trial performance, empowering readers to make informed gameplay decisions, thus encouraging and supporting individual expression.

Any necessary considerations will be labeled as "discretionary."

Terms used in point tables
Emblem scoring events, as listed in the tables provided, are described on a technical basis using indicated variables tracked during matches that must be satisfied concurrently for a calculation to begin, subsequently rewarding the output as points toward the associated emblem.

GENERAL
  • TARGET: The primary prop, role-specific variable, or role designation associated with the scoring event.
  • ACTION: The secondary association exclusive to the target.
  • MODIFIER: Additional variable(s) exclusively associated with the action, target, or both; satisfaction requirements implied.
  • POINTS: Specifies the addition (or subtraction) towards the specified Emblem point bank as indicated; further clarification is provided.
POINT BANK
  • PERSONAL: points awarded to the performing player exclusively.
  • COOPERATIVE: points awarded (as indicated) to players exclusively involved in the target's action.
  • SHARED: points awarded to all remaining survivors regardless of involvement.
  • DIRECT: points awarded passively to the affected, not performing, player with regard to the target's action.
  • RELATIVE: personal point awards associated with secondary satisfaction requirements.
REPAIR
  • ACTIVE: exclusive & direct contribution to generator repair progress.
  • PASSIVE: indirect involvement with generator repair progress as the affected player during an active chase.
HEALTH STATE
  • INCREMENT & DECREMENT: changes in health state, in either direction, following: downed > injured > healthy.


Measurements involving forward slashes, i.e. +X (thing)/(thing), are read as plus X (thing) per (thing).

The phrase "scoring events" will always refer to those associated with Emblems (as indicated in point tables), not Bloodpoints, unless specified.

All other meanings are implied or clarified within tables and sections; it is therefore encouraged that a section's accompanying table is actively being referenced while reading.

Tables are formatted as images: click to expand to the size of the client window.
Survivor — Opportunism & Survival
LIGHTBRINGER
Analysis
Points awarded for generator repair consider actions performed during active and passive states, both individually and cooperatively. Each variation contributes to separate point calculations. Emblem progress is also awarded for successfully opening Exit Gates.
  • Completing 1 generator non-cooperatively awards the Silver emblem & 2 points towards Grading.
  • Participating in the cooperative repair of one generator, and contributing to at least 30% of its progress if another survivor is present, awards the Bronze emblem & 1 point towards Grading.
  • Both outside of and during an active chase, cleansing either Totem state awards Emblem progress. Also in this context, Blessing a Totem using a Boon perk only awards points when the Totem is in an active Hex state.
Iridescence
Survivors actively engaged in chase earn Lightbringer progress at a reduced rate of 33% per percentage of progress contributed by teammates concurrently throughout chase duration. Any significant point gains acquired through this passive repair state require at least 30-60 seconds of total chase time while teammates actively engage in repairs with (overwhelming) consideration given to individual repair progress contributions.

Regardless of whether the action is performed cooperatively, contributing to repair progress during an active chase state is mutually beneficial. This takes precedent over interactions that 1) are not associated with any Emblem or 2) do not satisfy activation requirements for equipped perks. This becomes an even greater priority if Hex totems are absent from a match, nullifying the potential for substantial Lightbringer point gains associated with Hex totem actions.

Totem interactions, in any regard with consideration to the listed scoring events, are discretionary regardless of chase states and considered mutually beneficial. Regarding Blessing, performing the action on a Dull Totem takes 14 seconds, while the action on its counterpart takes 28 seconds (-50% efficiency penalty). Considering the time required for a Hex blessing, the +250% difference in point award, and the cooperative advantage associated with equipped Boon perks: Blessing is the preferred action for Hex Totems, regardless of chase states, when discretion allows.

For Exit Gates, point awards are distributed exclusively to the performing Survivor for any progress contributed to the opening of a gate up to and including its completion.

Calculation references
Repair efficiency and cumulative penalties:
  • Generator progress is gained at a rate of +1 charge/second/survivor
  • 90 charges/generator required for completion
  • -15% repair efficiency penalty for each additional survivor.
Using a Generator with 0% progress as the basis for the following (approximate values):

2 survivors repairing: completion time reduction of ≈ 37 seconds → 53s total repair time
90 ÷ (2 survivors - (2c/s × .15 base penalty)) = 52.94s; -.3c/s calculated penalty
3 survivors repairing: completion time reduction of ≈ 47 seconds → 43s total repair time
90 ÷ (3 survivors - (3c/s × .30 cumulative penalty)) = 42.86s; -.9c/s calculated penalty
4 survivors repairing: completion time reduction of ≈ 49 seconds → 41s total repair time
90 ÷ (4 survivors - (4c/s × .45 cumulative penalty)) = 40.90s; -1.8c/s calculated penalty
The benefits of having more than 2 survivors repairing a generator diminish significantly as player count increases and is not preferable unless perks or items provide positive efficiency offsets. This is discretionary, however, considering the urgency with which generators must be completed as the trial progresses.

Correlation between scoring events, charges and percentages:
100 percent/generator ÷ 90 charges/generator = (10/9) charges/percent
Progress gained for passive repair:
.33 points/percent (passive repair) × (10/9) charges/percent = (11/30) points/charge
Charges are likely converted to percentages for simplicity: percentages focus on quantity, while charges relate to time. Notably, charges and percentages are not equivalent in these emblem calculations. However, the resulting point outputs are the same regardless of the calculation method. first off, who the ♥♥♥♥ thought these specific values were a good idea?

UNBROKEN
Analysis & Iridescence
Scoring for this emblem is exclusive to downed/dying state instances. If sacrificed, Emblem shifts to a scoring calculation based on time spent alive during a match, using the duration tier as a fixed addition towards the Unbroken point bank.
  • Sacrifices following a total of less than 5 minutes spent alive during the match results in no Emblem earned; 0 points toward Grading.
  • No instance of the downed/dying health state must have occurred at any point during the trial, by any* means, to achieve Iridescence; 4 points toward Grading.
  • For the remainder of the trial, any instance of the downed/dying state, regardless of the final amount, nullifies the possibility for an Emblem grade higher than Gold; 3 points toward Grading.
* = Survivor-initiated downed/dying health state, available only to Plot Twist (Nicholas Cage teachable), is categorized as a valid instance, and counted additively to the ongoing instance count during the trial for the purposes of Unbroken.
Survivor — Altruism & Awareness
BENEVOLENT

Analysis
Benevolent awards altruism: upward health state changes (healing) and protective or rescue actions performed during the carry state. Shared point deductions from Killer hook actions are negated when safe unhooks are performed. Benevolent point multipliers, stacking cumulatively, are also applied relative to actions performed in the basement and whether exit gates are powered.
  • Healing efficiency is charge-additive per survivor per second; maximum of 2 performing survivors.
  • Contribution is counted individually, out of 16 total charges, and is subject to influence by equipped perks that increase base efficiency; 16 charges = 10 points.
Unhook quality is assessed based on whether the rescued survivor is downed following a 10-second period after the action; deep wound ignored.

Notably, self-healing does not award points toward this emblem, as it is no longer considered altruistic nor foundational.

Iridescence
Achieving a high-quality Benevolent emblem, without regard to player skill, relies on safe unhook actions and participation in healing. Unsafe hook rescues are penalized heavily, affecting both the personal and shared point banks. Generally, the existing terror radius and presence of ongoing chases are practical measures for determining the level of risk prior to unhooks, including danger to the rescuer and rescued following the action. Consistent with Unbroken, a dying state instance produced by Plot Twist (Nicholas Cage teachable) affects unhook quality if activated within the 10-second judgement period.

Killer Grasp rescues, or carry state interrupts, are highly rewarding and of the greatest value to Benevolent point gains. This can be done with any of the current devices capable of blind or stun, including pallets, flashlights, and flashbangs. With regard to player skill, achieving mastery of grasp rescues requires dedicated practice, taking into account action timing, deployment angles, and the impact of flashlight brightness on blinding efficiency.

Considering the scoring multipliers, performing altruistic actions during the end game, especially in the basement, is advantageous to scoring. Multipliers stack cumulatively, offering greater potential to point gain if the risk is taken to satisfy both of the conditions. As such, taking advantage of either can be the determining factor towards the Benevolent emblem quality ultimately awarded, but doing so is highly discretionary, heavily relying on probability of successful execution. When in doubt, leave.

EVADER

Analysis
Calculations associated with Evader, and its Killer counterpart, apply unique multipliers to accumulated points according to chase outcomes. Point accumulation and multipliers are primarily influenced by distance and duration, while outcomes are solely influenced by health state loss(es) including premature termination through the expected method of chase escape.

Point awards for stealth are based on +1 points/second spent within less than 64 meters of the Killer regardless of an active terror radius, with increases to applied multipliers based on tiers of decreasing proximity. The stealth scoring model ends once a chase is initiated, as indicated by audio cues and active movement of the Entity's claws surrounding the affected Survivors' character portrait.

A chase begins when all of the following requirements are met:
  1. The Killer is within 12 meters of the Survivor
  2. The Survivor is running
  3. The Killer is moving
The chase scoring model considers duration for the purpose of fixed adjustments to points/second; with distance responsible for the applied multiplier to this duration/continuity bonus. Pallet stuns during a chase add +50 points to the personal point bank, counted as an independent scoring event.

A chase ends when any of the following requirements are satisfied:
  • Distance between the Killer and affected Survivor increases past 18 meters
  • Affected Survivor hides inside of a Locker ≥ 5 seconds
  • Killer loses line of sight for > 8 seconds
  • Survivor's location has deviated 35°, in either direction, from the Killer's default FOV of 87°.
    — This area is defined as the central portion of that FOV, 70° from the Killer's POV.
Given the sheer difficulty in accurately measuring degrees this whole POV/FOV degree booolshiite is annoying, we can summarize the final requirement, in a general sense, as significant deviation from the Killer's immediate perspective in any direction. Otherwise, if LOS is lost, and the chase ends prior to 8 elapsed seconds, you've likely met the 4th requirement.

Points are awarded following the outcome determination, at which point the accumulated total is either halved or doubled based on the listed requirements. The chase is won if both 1) health state remains unchanged & 2) the chase ends following the above requirements; points accumulated up to this point are then doubled.

If, at any point during the chase, the Survivor sustains an injury or is downed, the chase is considered lost; any accumulated points following the conclusion of the chase are thereby halved. Each health state loss during a chase incurs a 10-point deduction from the personal point bank, counted as an independent scoring event.

Iridescence
Evader's well-rounded nature is largely due to scoring commensurate with the degree of risk undertaken by the affected Survivor, and the subsequent benefit provided to the team by extended chase duration. Evader further emphasizes careful judgement and awareness of the environment to potentiate stealth and escape chases successfully without incurring health state loss(es). Avoiding injury is especially crucial for chases within the base and first continuity tiers. It is therefore preferable that chases extend past the base tier, with extension into the first or second tiers.

Following the second continuity tier, fixed additions are more than doubled, comparatively, in line with the Bloodlust mechanic: the tiered accumulation of Haste afforded to Killers based on active chase duration. Once its activation is discerned by the affected Survivor, action priority shifts to determination based on personal goal. While this is entirely discretionary, Emblem expectations dictate the general avoidance of downward health state changes. It is therefore preferable, for both the purposes of scoring and continued trial survival, to make strides toward satisfying one of the requirements necessary for the termination of chase.

Conclusively, extension into higher continuity tiers:
  • Mitigate point loss associated with a chase outcome
  • Incentivize the ability to remain uninjured the longer a chase lasts
  • Reduce overall quality loss (when applicable)
Given that stealth is also awarded, with tiers based on proximity: should a player feel inadequate with regard to historical chase performance, the option to forgo chase without sacrificing emblem progress is a definite possibility and very clearly encouraged. If stealth is prioritized, dangerously close proximity is preferable. Regardless of circumstance, either options can, and should, be taken advantage of to extract the greatest amount of progress toward Iridescence.

Using stealth as means to directly interfere with, or in ways that violate, the Emblem-expected scope of use is not encouraged whatsoever.

Further discussion for this section in 'Final Remarks.'
Killer — Intuition & Sacrifice
GATEKEEPER
Analysis
Points awarded toward this Emblem are heavily influenced by the ability to suppress and prevent generator completion. A bonus is awarded for successfully managing to prevent the opening of all exit gates present on the map.

The following phrases relate to synonymous concepts:
  • Number of unrepaired generators
  • Current “repaired” generator count
  • Gatekeeper point tier
Gatekeeper point awards are calculated following an effective minute spent in the respective tier, with current tier being refreshed after, not during, each minute. Any sustainable point generation is directly correlated to higher point tiers. As such, Emblem expectations dictate the active deterrence of generator repair progress with sufficient influence towards completion delay, as well as consequence mitigation with regard to point tier decreases further complicated by multiple completions within an effective minute. For each lost tier, the match must remain within its current Gatekeeper point tier for an additional minute to negate the underlying point loss.

Iridescence
Considering that the generator tier calculation is updated in 60-second increments, securing a high-quality Emblem requires effective mental timekeeping and a dedicated effort towards deterring continuous and concurrent repair progress independent of perk influence. According to the calculation references for the Survivor counterpart of this Emblem, Lightbringer, if one Survivor repairs a generator alone, the 90-second completion time ensures that a full minute will be spent in a specific tier. By regressing in-progress generators and preventing applied regression from being interrupted, extending the time spent in any tier for an effective minute becomes manageable.

While generator blocking or regression perks offer greater support towards these tasks, their use is discretionary. The likelihood of success regarding repair progress deterrence & mitigation of point loss from generator completion becomes increasingly probable following the first sacrifice, increasing further with each consecutive sacrifice. This concept, the correlation between positive trial outcomes and the number of sacrifices performed prior to exit gates being powered, is a universal advantage for Killers and is inclusive of aspects unrelated to this Emblem as well.

Additionally, a “catch-up” bonus is provided if all exit gates remain closed at trial completion, indicated by the absence of the End Game Collapse (unless the hatch is closed) and complete removal of all remaining Survivors. Mitigating or eliminating the possibility of exit gates being opened becomes markedly easier when fewer Survivors remain. There is also significant advantage, in this regard, to the discretionary use of perks that block exit gate interactions entirely or apply efficiency penalties to opening progress. In any case, acquiring this bonus will always advance Gatekeeper quality upwards by one level.

While Hatch escapes have no connection to Emblem scoring, they inversely affect Killer MMR point gains: the blanket classification of a "draw" overrides matches that would have otherwise been considered a "win." It is therefore preferrable to avoid Hatch escapes, as any positive rating adjustments that would have otherwise taken effect are considered forfeit. Of course, whether this is of concern depends entirely on the player.

DEVOUT

Analysis & Iridescence
Devout focuses specifically on hook state accumulation up to and including removal (using this word hereafter in lieu of the terms used in the point table as to adhere to Steam's community guidelines) of Survivors from the match inclusive of any disconnects.

Hook States refer to the following:
  • Summoning phase — initial (= 1) hook state
  • Struggle phase — second (= 2) hook state
  • Sacrifice — third & final (= 3) hook state
While there is universal benefit to hooking all survivors once (a necessity if token-based perks requiring the satisfaction of this requisite are present), it is not a general requirement for qualities up to and including Gold. Consequentially, Killers are given the additional option of achieving a collective hook state count, alongside or instead of an individual Survivor hook state count of 1, both of which should preferably be taken advantage of. Satisfying either one of these scoring events, without consideration to sacrifices, awards Bronze; 1 point towards Grading.

Removal through foundational methods is expectedly incentivized, inclusive of:
  • Sacrifices through typical means i.e. reaching the final hook state
  • Self-initiated trial removal performed "by your hand" i.e. as a result of perks, (mori) offerings, or through secondary Killer abilities
Removal resulting from the elapse of the bleed out timer is not considered foundational; as such, no benefit to scoring is provided. Consequentially, it can be safely assumed that removal by this method is not considered towards a "win" for the purposes of MMR-related scoring.
Killer — Pressure & Capture
MALICIOUS
Analysis
Malicious incentivizes direct efforts made towards withering away at the stability of the trial environment, maintaining its inherently precarious state. Scoring events associated with point deductions focus exclusively on the direct negation, by Survivors, of the means required for sacrifice: health state increments and denial of hook actions. Inversely, securing said means, with direct relation to health state decrements through Killer-initiated actions and hook state count increments (abbreviated HSC++ hereafter), are appropriately rewarded.

For the purposes of this emblem, each increment to the hook state count is considered independent of hook actions themselves.

Iridescence
Given that point additions resulting from instances of health state decrements are negated through survivor healing actions, Iridescence indicates that injuries must be sequential, and immediately precede hook actions; this can also be regarded as 'securing' points accumulated from those injuries toward this emblem.

The pattern most conducive toward achieving Iridescence is one of repetition:

Emblem-expected hook pattern (++ denotes active/ongoing count) —
hit + hit + (HSC++) - heal = healthy survivor with HSC++
(summoning + struggle phase) + (final sequence) = sacrifice —
2 × (hit + hit + (HSC++) - heal) + (hit + hit + (HSC++))
Simplifying using indicated scoring events —
6 (hit events) - 2 (healing events) + 6 (hook state events) = 10 points/sacrifice

In other words, this pattern yields a total of 40 points toward Malicious, resulting in Iridescence & a (mere) point surplus of 4. Therefore, we can safely assume that some deviation from the pattern illustrated above is allowed up to 4 times.

Whether these expectations can be seen as (un)reasonable, as well as (im)practical or (un)achievable with consideration to difficulty, is a wholly personal conclusion; a determination, that, when made — allows players to address shortcomings functionally and objectively.

CHASER
Analysis & Iridescence
The inherently revolving nature of the aspects measured in Killer emblems are neatly tied together to produce the illustration of the Entity's expectations behind trial continuity as seen with Chaser. As titled, progress is awarded by all aspects of chase, ultimately ensuring a timely success. Chase initiation, as well as injury infliction, are counted as independent scoring events.

Loss outcomes, as determined by Survivor's escaping chase, negate accumulated points. Due to the severity of this penalty, there is a 5-second downtime, or buffer, before the punitive multiplier is applied, giving Killers the unique opportunity to avoid subsequent point loss by reestablishing chase. Considering the requirements for chases to end, the affected Survivor is most likely in the immediate vicinity, regardless of what triggered chase conclusion. As described in the Survivor counterpart of the emblem...

A chase ends when any of the following requirements are satisfied:
  • Distance between the Killer and affected Survivor increases past 18 meters
  • Affected Survivor hides inside of a Locker ≥ 5 seconds
  • Killer loses line of sight for > 8 seconds
  • Survivor's location has significantly deviated, in any direction, from the Killer's immediate perspective.
While 5 seconds may not seem immediately impactful, this buffer is afforded as a preventative measure and should be taken advantage of/into account when applicable to relevant chase conditions.

As seen throughout, all aspects involving Hooks are incentivized. While hook state count increments can be seen as a priority for Killers (scored heavily with respect to Malicious), any proximity within 16 meters of an actively-hooked Survivor is penalized accordingly and expectedly; "camping" interferes with trial continuity and is not considered foundational while exit gates are not powered. Following a 10-second buffer, penalties are assessed per-second (with respect to proximity) to the Chaser point bank in addition to progress toward the anti-camping mechanic present with both the first and second hook state counts.
SBMM (MMR) — Current Understanding
Before we begin, the following distinction must be made:
  • Emblem Grades do not have a direct influence on MMR for either role and should therefore not be used towards the estimation of relevant point gains or losses inclusive of matchmaking skill brackets.
Non-conspiratorial MMR-related concepts
  1. Skill rating designations between Roles: the Survivor role, as a whole, maintains a single skill rating given the lack of restriction during queue regarding character changes. Killers, however, maintain individual skill ratings based on character chosen prior to matchmaking. The Role itself also maintains a mean (average) skill rating to ensure fair matchmaking, as "...it can be assumed that an experienced Player will perform reasonably well with most other Killers."
  2. Skill brackets: categorized tiers, with Rating ranges tightening the higher up the ladder you are. Values regarding the floors and ceilings of ranges may fluctuate to reflect skill rating patterns within the community and geographic region, as disclosed. While the existence of brackets themselves remain officially undisclosed, their existence has been documented in the community and indirectly implied in these official patch notes.[forums.bhvr.com]
  3. Predicted match outcome as a basis for matchmaking (as implied): matchmaking revolves around skill rating comparisons between individual survivors and Killers currently in queue (one-to-one basis), thereby producing a calculated probability of match outcome per-survivor. While this is not explicitly stated, the way in which this is described alludes to this possibility. Lobbies are therefore composed of players with outcome probabilities as closely aligned to 50% to ensure balanced matchmaking.
  4. Negative adjustments to MMR for losses: severity of point loss, while algorithmic, uses a sliding scale based on the order in which the affected player is removed proportional to "the odds of escaping alive." Whether this refers to personal approximation of skill, calculated match outcome probability, or trial-specific escape odds (calculated through undisclosed means) was not, and has not been, further clarified.
  5. SBMM implications on future development: the biggest takeaway from this comment is the value behind the data they're collecting. The development team has consistently been ramping up data collection, even diversifying data types with limited-time Modifiers. Considering the sheer number of variables present in these Modifiers, many of which are entirely new or adjacent to current trial mechanics: the amount of data produced as a result is enormous, and its value just as great. Further, recent development updates have sparingly disclosed some of this data, such as escape rates and sacrifice frequency, and have explicitly cited the influence collected data has on development decisions.
Re: Data-mining as an irreputable source
In the description of the video (which I will not link) disseminating this data, the prominent creator acknowledges, "as legitimate as this appears please note there is no official confirmation of any of this." As a result, what the community hopes to be true about the SBMM algorithm may not come close to, or even resemble, its current state due to the clear absence of official validation regarding the data currently being accepted as fact. Additionally, any public confirmation or disclosure is highly unlikely considering the game's active and ongoing development. While I disagree with sharing unsubstantiated data from unofficial sources, I acknowledge the responsibility of including such disclaimers.

Re: Wiki redactions
Unofficially obtained, SBMM-related values shared publicly have proven contentious for the community, prompting the redaction of any values relating to MMR, including those involved with skill brackets and progression, from the Wiki. Taken from the posted message regarding these redactions, the message highlights recurring disagreements[deadbydaylight.fandom.com] with the community, including "the general difficulty in keeping [related numbers and values] up-to-date and accurate because of the inherently hidden and obscure nature of the MMR system in Dead by Daylight" as the primary factors behind the decision to cease publishing of MMR-related values "for the foreseeable future."

For reference, there are currently several guides up on the Steam platform disclosing a slew of unconfirmed values and information, all of which I will not share. I highly encourage any SBMM-related values to be taken with a grain of salt as no amount of in-game testing will offer the slightest bit of substantiation as compared to those regarding Emblems.

Personal remarks
Current mechanics encourage gameplay on both sides that leans toward oppressive and unforgiving playstyles as opposed to what can generally be considered "fun." As such, enjoyment of matches for both Survivor and Killer roles is directly implicated and therefore affected far more negatively than necessary. I completely disagree with the current system solely because it adds fire to the gameplay meta fuel, forcing players to approach each trial in an aggressively calculated, and arguably dissatisfying manner to maintain or increase MMR and rank. I am vehemently opposed to the exclusive focus on escapes and sacrifices as a basis for MMR point gains, overwhelmingly trivializing individual player impact on team survival and objective completion, for both roles.

It is crucial that both sides understand what goes into these systems and why aggressive gameplay is, at this point, justified. I cannot feel bias or anger towards the gameplay we've all encountered (i.e. gen rushing, "bully" squads, and tunneling/camping) because of how heavily surviving, hindering progression, and (ultimately) winning is scored for both sides when it comes to the Emblem and MMR systems. Ultimately, when a behavior is rewarded, it will continue; respond accordingly, but always to the benefit of others.

Lastly, the development team is (undoubtedly) aware of the community's unrelenting scrutiny and animosity towards their decisions. Algorithms themselves are the intellectual property (IP) of the Company, with those involved likely signing non-disclosures. BHVR's less-than-forthcoming nature is not surprising given the publicity and global popularity behind Dead by Daylight. Therefore, the lack of official verification regarding crucial game components is understandable; as is the community's curiosity.

Regardless, determining a player's skill bracket (and perhaps your own) requires minimal observation of their gameplay and familiarity with trial mechanics; obfuscating skill in this game, by any means, requires a dedicated level of effort that is often detrimental to the team with no distinct benefit.

This section will be updated as information becomes available.
Final Remarks
Re: Benevolent
Skill implications with regard to risk tolerance
Given the emphasis that is placed on remaining alive (see: Unbroken), beginner and intermediate-level players may not be comfortable with hook rescues, or any altruistic action, in the presence of an overwhelming terror radius; with further relation to sustaining protection hits following a hook rescue or during a carry state. Consideration must be then given to 1) lack of adequate judgement related to game mechanics 2) high degree of uncertainty regarding the possibility of teammate altruism 3) a personal necessity to stay alive. This is further substantiated by the frequency of hook state increments without a secondary hook action at lower skill brackets.

Dismissal of self-healing as foundational
This is primarily substantiated by development trends regarding self-heal, such as the efficiency reduction for Self-Care (Claudette Morel teachable); and changes to Boon: Circle of Healing (Mikaela Reid teachable) while inside its effective radius, including: the removal of the ability to self-heal, the efficiency increase to altruistic healing actions, and the addition of global aura reading while teammates are injured and within the radius. Recent patches have also heavily shifted from self-healing, with efficiency bonus increases for altruism-related perks and self-heal efficiency reductions for med-kits across the board.

Re: Evader
Skill implications and subsequent refinement
There is a degree of inevitability to lost chases, depending heavily on the Killer being played and the personal ability to extend chase duration through knowledge of and experience with the game mechanic, both of which develop naturally as experience increases. As stated in the section and indicated in the scoring events, both stealth and chase are encouraged and awarded (with the former to a lesser extent). While escaping can generally be seen as a priority, the chase mechanic is one of the most important, if not the most useful, skillful action with team-wide implications directly associated with affording your teammates time to complete objectives, recoup from hook states and health state losses, associated largely in part by distracting the Killer.

Considerations
The overwhelming availability of resources related to this mechanic, regardless of content form, should be taken advantage of. There are several considerations to take into account, such as the distinction of "tiles" and their specific advantages during chase, related "check spots" or angles of observation for judgement of location and proximity, the distinction between slow, medium, and fast vaults along with associated timing and requirements, the "360" movement mechanic useful in avoiding injury, "duping" Killers or "baiting" hits through various "techs," etc.

Therefore, I highly encourage a balanced investment of time into improving your ability to extend chase regardless of overall Emblem progress given its ubiquitous presence in the game; as well as some degree of effort towards outside research, apart from in-game time investment, for the overall goal of skill refinement and personal enjoyment.

Conclusion
It cannot be overstated that the importance placed on scoring & MMR depends solely on the personal gratification these aspects offer to us individually.

We must remind ourselves of the subjective nature of what can be considered personally detrimental to our enjoyment, then subsequently find ways to circumvent such difficulties for ourselves. Understanding the underlying gameplay expectations, as presented by the Entity through Emblems, provides the necessary framework for developing informed and intentional playstyles without rigidly adhering to strategies otherwise perceived as "optimal."

Most importantly: we paid for the game, we dictate how we play and how much time we spend doing so. It's a matter of perspective: finding value in time as an investment.

Check out the first guide in my series —
https://steamproxy.com/sharedfiles/filedetails/?id=1374687238
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