
Game intel
Dead by Daylight
This is a cosmetic outfit for Cheryl Mason in the in-game store that allows you to play as Cybil Bennett, who doesn't have any unique gameplay perks.
Behaviour Interactive’s All-Kill: Comeback delivers a glossy, neon-soaked version of Korea—but the real hook is under the hood. Trickster’s Delusion, the chapter’s standout map, comes with its own voiced survivor, Kwon Tae-young (Kevin Woo), and a full gameplay experiment in the form of the Style Rank system. This twist could fundamentally change how the Trickster plays, how match flow feels, and whether killers close games more reliably.
At its core, Style Rank is a dynamic performance meter that grades the Trickster’s on-field actions from E up to S. Instead of a static power set, this system rewards chains of unique, aggressive plays—blade hits, generator damage, survivor hooks, pallet breaks, and even mind-game stuns near windows—to unlock progressively stronger Main Event knife barrages.
Every qualifying action adds “style points” to the Rank meter. Hitting a survivor with the blade nets base points; breaking a pallet nets bonus points; hooking a survivor adds a larger chunk; and damaging generators or inflicting stuns all contribute. The catch is variety: repeating the same move twice in a row yields diminishing returns, so players are encouraged to mix hits, breaks, and hooks to chain ranks.
Rank gains aren’t permanent. Community-sourced patch notes hint at a decay timer: if no new qualifying action is performed within 30–45 seconds, rank drops by one tier. Thresholds appear to be structured so E→D takes roughly five style points, D→C around 15, C→B about 30, B→A near 50, and A→S above 80 points. Developers warn these figures are provisional, subject to PTB feedback.

At first glance, Style Rank seems like a buff to players who master momentum. But its true impact depends on execution. Here are two hypothetical chase scenarios illustrating best- and worst-case outcomes.
Imagine you down a survivor quickly, hook them for the first time (10 style points), break a pallet (5 points), blade-hit another runner (3 points), and immediately stun them near a window (2 points). That chain pushes you from E to C within seconds, unlocking a three-blade barrage with faster reload and a slight ranged margin increase. The second hit combo can happen mid-chase, snowballing your pressure so survivors struggle to loop you beyond two pallets.
Contrast that with farming the same pallet break repeatedly. You’ll rack up minimal style points and remain stuck at D or C rank, barely improving your Main Event. In long chases, survivors who bait repetitive plays force you to grind for points you won’t get. Without varied aggression, you miss out on the powerful S-rank knife storm—and end up slower than before the patch.
Map layout can make or break momentum killers. Trickster’s Delusion is the series’ first fully urban Korea map, featuring three main arenas:
If the map’s tight corridors play to the Trickster’s S-rank barrage, momentum chases will feel devastating. On the flip side, survivors who know every blind corner can stall rank progression by forcing pallet farms and repeated vaults.
Since the public test build went live on Feb 24, Steam forums and r/DeadByDaylight have lit up with first impressions:
These early numbers and anecdotes are anecdotal. Official post-PTB stats on kill rates, hook-to-down timings, and match lengths will paint the real picture.
If you’re diving into the PTB or simply following reactions, keep an eye on these benchmarks:
All-Kill: Comeback’s neon flash and K-Pop connection grab headlines, but the Trickster’s Style Rank system is the deeper experiment. Done right, it rewards aggressive, varied play and makes chases more dynamic. Done wrong, it risks confusing players with an opaque meter and unbalanced loops. The Steam PTB and your feedback will decide if this chapter reshapes DBD’s meta or simply paints a bright new backdrop.
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