Grades/ja

As of 8 September 2021, *Dead by Daylight* uses a Skill-based Matchmaking System (SBMM) and no longer a Player's **Grade** to determine the matchmaking.Matchmaking is determined by a hidden score, which is shared amongst all Survivors and individual for each Killer.**Grades** merely act as means to keep track of how much a Player has played *Dead by Daylight* within the current **Grading Season**, in order to award them with a Bloodpoint-Reward based on their obtained **Grades** as Killer and Survivor, when the **Grading Season** comes to an end on the 13th of each month.**Grades** have no influence on the Matchmaking System and can only be seen by the Player themselves.Other Players have no means to see one's **Grade**.

**Grades** are a Ranking Game Mechanic introduced to *Dead by Daylight* in Patch 5.2.0, replacing the now obsolete Ranks.

概観
--

**グレード**は取って代わっていた旧Ranksと違って、マッチメイキングの過程には使われず、単に*デッドバイデイライト*のランクのシーズンでランクの報酬のシステムを代表を過ぎているにすぎない。

殺人鬼と生存者の両方は、すべての殺人鬼の間で、すべての生存者の間で、それぞれ共有する、別々の**グレード**を持つ。

**Grades**, unlike the old Ranks that they replaced, are not used for the Matchmaking-process and merely represent a Rank-Reward System for each Ranking Season in *Dead by Daylight*.

Both Killers and Survivors have a separate **Grade** that is shared amongst all Killers and Survivors respectively.

It is important to note that **Grades** are merely a feature to show one's progression within a given Grading-Season, and have no correlation at all to one's hidden Matchmaking Rating (MMR).
Grades are completely independent of that and do not factor into Matchmaking, which is why Players are unable to see the **Grades** of other Players.

## Qualities

**Grades** come in **5 Qualities**.

Each Quality is subdivided into **4 Levels**.
**Grades** progress 'backwards' in their numbering, with each Quality ranging from Level IV to Level I, creating a total of **20 Grades**:

## Pipping

プレイヤーの**グレード**は*ランク戦の儀式*の中でのパフォーマンスに基づいて変更される。

それぞれの**グレード**は、**グレード**を進行させるために獲得する必要がある**pip**の一定量を持つ。
*ランク戦の儀式*でのパフォーマンスによっては、**+1または+2 Pips**のいずれかを得たり、現在の**pip**の数を保ったり、**-1 Pip**失うことがある。

**グレードの**アイコンの下に表示されているすべての**Pipのスロット**を埋めた時、次の**レベル**に上げる。
繰り返してpipを減らすことによって、現在の**グレード**のすべての**pip**を失うことはあり得るが、**ランク**が以前されていたように、すべての**Pip**を失っても**グレード**は前の物に下げられ***ない***。
いったん**グレード**を獲得すれば、次の**グレードリセット**まで失われることはない。

A Player's **Grade** is changed based on their performance in a *Ranked Trial*, which is tied into the *Emblem System*.

Each **Grade** has a set amount of **Pips** one must obtain in order to improve one's **Grade**.
Depending on one's performance in a *Ranked Trial*, one can either gain **+1 or +2 Pips**, remain at their current number of **Pips**, or lose **-1 Pip**.

Filling all **Pip Slots**, which are displayed underneath a **Grade's** icon, will raise it to the next **Level**.
While it is possible to lose all **Pips** in one's current **Grade** by de-pipping repeatedly, losing all **Pips** will ***not*** lower the **Grade** to the previous one, as **Ranks** used to do.
Once a **Grade** is obtained, it cannot be lost anymore until the next *Grade Reset*.

Table of Pips required to rank up per Grade

### Emblem System

*Main article: Emblems*
The change in **Pips** after a *Ranked Trial* is determined by the total number of **Emblem Points** a Player has obtained, which is based on the Quality of the **Emblems** they have obtained based on their performance in the Trial:

 **Iridescent** | +4

### Grading Bar

The **Grading Bar** is segmented into **16 Subdivisions**, reflecting that in the best case scenario of **4 Iridescent Emblems**, one will receive **16 Emblem Points**.
How many **Emblem Points** are necessary to pass the thresholds for a *Safety Pip*, *Single Pip*, or a *Double Pip*, is determined by the **Pip Conditions**:

## グレードのシーズン

**Grades** are only valid for one **Season**, which lasts for **one month**, after which one's **Grade** is reset back to **Ash IV** for either side.

### グレードの報酬

**グレード**がリセットされると、一定の量のBloodpointsが、獲得した**グレードのレベル**によって与えられる。
この報酬は**生存者のグレード**で一回、**殺人鬼のグレード**で一回獲得される。

Once one's **Grade** is reset, a certain amount of Bloodpoints is awarded depending on the **Grade Level** one has obtained.
This reward is obtained once for the **Survivor Grade** and once for the **Killer Grade**:

## History

### ランク

*Refer to Rank for more details.*
**グレード**の実施前は、ゲームは**ランク**を使用していて、**グレード**と同じように作動するが、いくつかの重要な違いがある。

Before the implementation of **Grades**, the Game used **Ranks**, which worked the same as **Grades**, but with some key differences:

* **ランク**はマッチメイキングに使われるが、**グレード**はそうではない。　**Ranks** were used for Matchmaking, **Grades** are not.
* **ランク**はpipを失うことによって下がることがあるが、**グレード**はない。　**Ranks** could be lost through de-pipping, **Grades** can not.
* **ランク**はシーズンの終わりに前のCrestの色にリセットされるが、**グレード**は完全にリセットされる。　**Ranks** were reset to the previous Crest Colour at the end of a Season, whereas **Grades** are always fully reset.

### 殺人鬼の評価

Before Patch 6.5.0, the number of **Pips** and **Emblem Qualities** obtained by the Killer would determine their Rating in the Tally Screen:

 Double Pip | 無慈悲な勝利 Merciless Victory

## 変更履歴

### 2022年2月13日

* Reworked the **Grading Rewards** to be different for each **Grade**, rather than just each **Grade Quality** and generally increased the amount of rewarded Bloodpoints.

### 2022年4月20日　20 April 2022

* With the conclusion of the March/April 2022 Matchmaking Tests, **Grades** have been removed from the Tally Screen and are replaced with the icons representing a Killer or a Survivor.
	+ The Matchmaking Tests had revealed a positive psychological effect towards the perceived fairness of a Trial when **Grades** were hidden, prompting the Developers to make this a permanent change.

## Gallery

### Killer Grades

* Iridescent
I
* Iridescent
II-IV
* Gold
I-IV
* Silver
I-IV
* Bronze
I-IV
* Ash
I-IV

### Survivor Grades

* Iridescent
I
* Iridescent
II-IV
* Gold
I-IV
* Silver
I-IV
* Bronze
I-IV
* Ash
I-IV