Explain the ranking system to me like I'm a child.
What do you need to pip up for each set of ranks? I'm unsure of how that works nowadays (I've been away a long time). I noticed that now that I'm rank 6 I'll have matches where I'll do 2 gens, safe unhook 3 people, heal 2, & then survive--and I'll still safety pip?
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I'm curious about this as well...I think getting better ranking demands more and more interaction with the Killer (evasion/looping) the farther you get, but I'm not sure about absolute stats 🤔
I'm rank 13 and I just sabotaged 2 hooks, did about 3 gens and a totem, and topped it off with a zero hook Hatch escape...and safety pipped -_-
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Pretty much nowadays, you gotta do most the stuff in the game/do everything yourself. Stupid, yes, but also whether you escape or not is a huge factor
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Yeah, I'm starting to notice that--which is kind of bizarre.
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It's probably easier to read the Wiki article on it, it lists all the different categories and things that earn you credit toward the different emblems
Personally though I don't care about ranks and emblems at all. Their only purpose in the game is matchmaking and frankly your rank will go up or down naturally as you play anyway, why artificially worry about it? Ranks and pips also are terrible measurements for who won or lost a game since you can have two identical games against identical opponents with all the same events and scores and times and gens and kills but because you are rank 10 you gain a pip but if you are rank 2 you lose a pip. And saying you "won" one of those matches but "lost" the other even though they were literally identical except for your artificial rank outside the match is nonsense. Not to mention they're presumably still working on the MMR system they currently have disabled and if that's fixed emblems and pips will have no meaning at all.
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How do you explain something that does not exist?
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@dugman That is actually a really helpful example to give perspective on the rank system. Thank you! Hopefully it helps ppl chill out about it, it did for me.
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Oh yeah, I don't care at all. I've been red rank in the past and it was kind of unfun and I don't really like to tryhard, but I was curious about it.
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I do (strive to do) this almost every match, give or take:
2 full gens
2 safe unhooks
2 heals
2 totems
search a chest & leave the item inside
1 pallet stun (at least)
decent chase/ escaping the chase
Hooked only once
Doing all of these gets me at least a safety pip or +1 pip every time at Rank1 somewhere around 2Silver & 2Iridescent emblems... maybs 1gold thrown in there with a silver & 2iris
Escaping the challenge then usually puts me over the top to +1pip
extra points for stunning the killer, saboing hooks, protection hits etc.
time hidden from killer
time in killer’s presence
length of time spent in trial
not getting hooked at all
not getting downed at all
SAFE UNHOOKS!!! (by entire team!)
These 6 (especially safe unhooks!) added to the others I mentioned that give a safety pip will always give +1 to +2 pip every time or 3iris & a gold or 4iris.
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I did 2 gens, 4 totems, never was hooked, opened the exit gate, none of us ever got hit and we all depipped because the Wraith was invisible in a corner of the map avoiding us.
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Basically lower you go the more you need,like red ranks,u gottandouble pip purple and green rank equivelent..11-16 point to pip in red..each catagory is assigned like 4 points or something so 4 catagories and each 1 equals 4points max so 4x4 is 16 basically
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Survivor:
Lightbringer: Complete gens. Do totems. Open gates. To get iridescent/gold/silver/bronze You need to repair the equivalent of 2.7/1.9/1.0/0.3 gens. A dull is worth 0.2 gens, a hex is worth 0.5. You also gain 1/3-1/2 the points of other people doing gens and totems while you are in a chase.
Unbroken: Survive. For Iridescent, escape without being downed. For Gold, escape. For silver, survive 9 minutes. For bronze, survive 5 minutes.
Benevolent: Heals and unhooks. I/G/S/B = 2.25/1.25/0.25/-0.75 safe unhooks. Weirdly you start with almost a silver emblem, and the only way to lose points is to leave survivors on the hook. Healing someone else is worth 0.5 safe unhooks. Taking a hit while the killer is carrying someone is worth 0.5 safe unhooks. Saboing a hook close to the killer that results in a wiggle off is worth 0.5 safe unhooks. You gain more points in the basement and after the exit gates are powered.
Evader: Escape chases. Much harder to measure, it's based on how long chases are, vs how close the killer is to you at any given time. The more chases the better. As long as a chase is longer than about 10 seconds you're profiting. You also gain points for being near the killer without being chased.
Killer:
Gatekeeper: Stop gens being completed. Each minute for the first 9 minutes, gain points for each remaining generator. You also gain points for how many generators are left at the end of the trial, and bonus points if no exit gate was opened. Again, there's not a concrete number of what to do.
Devout: Hook/Sacrifice people. I/G/S/B = 9 hooks total AND 4k/4k/2k/1k OR hook everyone once. Disconnects and moris count, bleed outs do not.
Malicious: Hit and hook people. I/G/S/B = 36 hits/30 hits/22 hits/11 hits. Each hook stage is worth 2 hits (24 total for a 4k) Every time survivors heal a state is -1 hit. -1 if a survivor wiggles off/DS. So essentially each chase/hit/chase/down/hook = 3 points if they get unhooked and healed, then the hook that kills them is worth 4.
Chaser: Basically the same as evader. You want to finish chases fast, and don't stay close to the survivor for long periods of time.
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