http://dbd.game/killswitch
Addressing the Current Meta – Balancing Tunneling and Aura-Reading Power
Lately, the gameplay experience in Dead by Daylight has felt increasingly strained, even when playing in a coordinated Survive With Friends (SWF) group. There seems to be a growing trend—partially influenced by high-profile content creators—where "hard tunneling" from the very start of the match is viewed as the only viable strategy for a win.
Furthermore, the prevalence of aura-reading perks has significantly shifted the balance. While counters like Distortion have seen recent adjustments, many feel the sheer volume of information available to Killers has made stealth nearly impossible. This often leads to a cycle where "low-effort" pressure strategies dominate, leaving Survivors with fewer meaningful ways to counterplay.
I’d like to open a discussion on a few points:
•Survivor Counter-Play: Aside from standard anti-tunneling perks like Off the Record or Decisive Strike, what advanced strategies or builds are you finding effective against heavy aura-reading and early-game tunneling?
•Game Health: How can the developers better incentivize diverse playstyles so that tunneling isn't the "default" for Killers seeking a competitive edge?
•Sharing Feedback: For those who want to see mechanical changes, what is the best way to provide constructive feedback without it being flagged or removed? Many have recommended the Official BHVR Forums or the Player Satisfaction Surveys as the most effective channels.
I’m curious to hear how others are adapting to this meta and what specific changes you believe would restore a healthier balance to the trial.
Comments
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Survivor Counterplay.
Hard-tunnel from the start has been the de-facto playstyle for many lately. I believe a lot of it stems from certain content creators, who has dipped their toes into the competitive scene, who makes others believe that it is the ONLY viable strategy to win games, even in public matches.
Now, tunneling has always been present in the game, but in 2022, when patch 6.1.0 dropped, that is when it got taken to a whole new level, since the survivors lost a lot of the counters they had to tunneling. And with the killer powercreep that has been ongoing for a while now, the problems are only getting worse, since it gets much easier to do. This in turn has prompted the survivors to optimize everything fun out of their gameplay, and stick to gens like flies on horse-dung, which has made the survivor gameplay loop incredibly stale.
Also, on the killer side, before 6.1.0, you had perks like the original BBQ, which gave a BP bonus, that also served as an incentive to spread hooks early on, in order to guarantee the bonus.
One counter I have seen is to have teammates with Shoulder the Burden. I escaped a hard-tunnel thanks to a random teammate with StB. The Nemesis player was so angry afterwards.
Other than that, I would say that the only other counters to tunneling would be the usual suspects, like Decisive Strike, Dead Hard and perks that takes away your scratchmarks, and those that makes you silent.Aura read is a whole other can of worms, and it has only gotten worse and worse with time, with several perks on either side enabling this.
- If you know that the killer has aura perks, you'd use lockers a lot more to block the aura reads.
- If you as a killer knows that the survivors has aura read on you, make sure to never chase them in areas with a lot of LoS blockers.
- Perks like Friends till the End and Alien Instinct is highly problematic, since it often enables tunneling, where the fresh unhooked survivor gets targeted by it.Game Health.
A good incentive would be to revert BBQ, and change some of the hook based perks to give bonuses based on unique hooks.
Take Pain Resonance for example. A good way to change it would be to change the current token based system from starting with 4 tokens of 25% regression each, to zero tokens at the start, with a base 8% regression on the first hook, increasing by 4% for every unique hook afterwards, up to a maximum of 20% that will trigger on every unique hook afterwards. These tokens would stay if you keep rotating hooks. However, if you decide to tunnel someone, you'd instead get a negative token, and if you tunnel someone out before hooking someone else, the perk gets disabled for the remainder of the trial.
This is a more healthy way of making the 1v4 potentially stronger, and the 1v3 potentially weaker.
This approach could also work with perks like Grim Embrace, by keeping the current effects for unique hooks, and also add on the 10 second block for every unique hook afterwards, but with the caveat that the perk disables if a survivor dies by normal means (suicides does not count).Another perk that I have had an idea for a change to would be Hex: Ruin.
Instead of starting as a lit totem, it would instead activate once the first survivor gets hooked, and gets progressively stronger through tokens, gained from unique hooks.
First hook: A random dull totem gets lit, placing the Hex onto it. The curse causes generators not being worked on to regress automatically at 60/80/100% normal regression speed.
Second hook: Regression is increased to 75/100/125% speed.
Third hook: Regression is increased to 90/120/150% speed.
Fourth hook: Regression is increased to 105/140/175% speed, and the repair skillchecks becomes Cursed (red).
Cursed skillchecks require you to hit a Great skillcheck (with a 50% increased window) in order to continue repairing. Hitting a good skillcheck will cause the progress to halt for 2 seconds.
This totem then deactivates when the first survivor dies by normal means.Changing these perks would definitely help incentivicing a more hook-oriented playstyle.
Another way to combat tunneling would be to disable the unhook notification sound. That way, a killer who is actively chasing someone, won't necessarily drop chase to go back to the freshly unhooked survivor, unless they keep staring at the HUD all the time.
Feedback.
I would say that these forums are probably the best place to leave constructive feedback for the game devs.
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Hard tunneling always been a thing in the highest level of play since it's a coordinated 4 man SWF team. It's really the only viable means to slow the game down so that killers have a chance to win when survivors are free to gen rush with no built in game penalties. Even got 2 more perks to make gens go even faster completing a gen in 20-30 seconds with the right load out. That should never be allowed to happened.
But sure let's punish the killer's for rushing their objective while survivors are encouraged to rush theres for free.
Maybe add something new to the game to force survivors to do something else other than gens. Idk finding parts for a gen before it can be repaired.
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Perks like Friends till the End and Alien Instinct is highly problematic, since it often enables tunneling, where the fresh unhooked survivor gets targeted by it.
Actually, Friend's til the End incentivizes spreading hooks. Especially when the Killer hooks the non-obsession, the Obsession is revealed and exposed, leading to a potential easy second down if the Killer can reach them quickly enough. I've lost many matches to Killers with this perk due to how quickly they spread the pressure with it.
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Survivors have been groomed to rush the gens to counter the tunneling. And any other means to slow down gens, such as finding parts like you mentioned, will only massively buff tunneling, and thus more appealing, unless tunneling is appropriately nerfed first.
Tl;Dr In order to slow down the match as a whole, both gen speeds and tunneling need to be addressed at the same time. Otherwise, Killers will take advantage of the even easier tunneling.
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It still needs to be changed, where it prioritizes the survivor with the least amount of hook states when selecting a new Obsession. I have lost many matches to this perk as well, since the perk seleced me immediately upon being unhooked, causing the killer to tunnel me out for free.
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The one thing I want them to test more than anything is bringing the gen repair bonus and penalties from 2v8 into the regular game. 3 gens pop before a single hook? Gen 4 will be extremely slow now. 2 teammates dead before one gen is halfway? no worries, the survivor is suddenly the greatest mechanic ever seen.
Some perks would need to be adjusted such as Pentimento and maybe Gift of Pain/Weeping Wounds, and some gen speed perks and maybe toolboxes. The idea is far more complex than I'm presenting it and there is probably much that I'm overlooking in regards to it, but I think it's worth a consideration at least
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One suggestion that has been circulating lately is to revert toolboxes back to their original state, where they had more charges to begin with, but much, much slower repair speed (like 10-15% or so), and also take away the increased skillcheck chance, to reduce the effectiveness of builds like Hyperfocus + Stake Out.
Another good way to incentivice hooking would be to change hook sabotage into a hybrid system of the current and the old one, where it takes longer to sabo, but the progress does not get reset if you let go of the interaction, while also keeping the current 60 second hook respawn logic in place. That way, if a survivor wants to sabotage, it requires a lot of setup first.4 -
let’s punish killers… lol that’s funny. You all have perks to block gen rushers, aka corrupt, deadlock, all the gen regression perks etc. you all tunnel then tell us to use perks well why aren’t yall using such perks as well. Maybe survivors wouldn’t have to gen rush if we weren’t being tunneled out every single game.
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this would be an excellent idea !
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Idk about friends till end or alien instinct being tunneling god tier perks as you claim, they are just info perks that require some action to get that aura read and opening locker to get info in 32 meters area isnt tunneling perk just info perk and friends till the end needs you too hook and it reveals obsession or new if the current is hooked but this isnt tunneling perk just info perk for hooks.
If you want people to use strong aura perk that is antitunneling with its effect than make deerstalker to reveal survivors aura like for 7-10 seconds instead of 3 and maybe more people will start using it instead now current 3.
Aura or info perks arent best for tunneling especialy hardcore one because if the killer is hardcore tunneling you (going for one survvior 3 times in the row until he is dead) he wont be far from that survivor until he is dead so slowdown or endgame perks are way more beneficial for this than info perks.
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Funnily enough, what I noticed is that my escape rates/games where multiple Survivors escaped have increased significantly following the release of the newest Stranger Things Chapter because of We See You and Object of Obsession. In fact, I found in my experience that Perks and Add-Ons revealing the Killer's Aura have been a very strong answer to the things you talked about. The only issue with them is... Stealth Killers, and it's no wonder how most of my losses have been from Stealth Killers.
If you are struggling with facing off against Killer, I do recommend adopting an Aura-reading build so that you can figure out who the Killer is definitively and how they move and approach so you can strategize around their play patterns. Being able to read the Killer's Aura does make a huge difference between surviving and dying since it allows for you to play more proactively than being forced to react to how the Killer plays when it drops on you. I do acknowledge that it sounds like a band-aid fix, but if it works for Killer then it should work for Survivor too. Information is still the strongest tool in Dead by Daylight in either role.
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I think they need to add a ranked mode or something, bc some of us do not play like our life depends on it. Some have lives and just play to unwind. Nowadays you have stress to the max just to get a couple gens done, if you can even do that. Also MMR is completely broken, I’ve died consecutively for like 20 matches in a row (and I’m pretty good at dbd but with these tunnelers the matches are unwinable) and still getting placed with these high mmr killers. I’d hate to be a new player in this era, I bet they just delete the game….
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if there is nothing wrong with it why was distortion nerfed? Why was there an anti camp bar made now? Why did they try to nerf tunneling? It’s not okay. At all. Maybe for killers bc it’s an easy W, but survivors it’s not fun at all. You think we wanna blitz through gens? We actually don’t, but most killers play style makes us play like this and then something else of ours gets nerfed. Fun should be for both roles not just one. Just my opinion tho!
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I have done a few "all-seeing Survivor" kinds of builds in the past, with Eyes of Belmont, Alert, Fogwise and Scene Partner, which often times gives you a near permanent aura read on the killer.
It definitely makes mind-games practically impossible for the killer to win, unless they also run aura builds.
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I have as well. Aura is taking over the game. Sometimes I wish I had a Time Machine when there were little to no aura and you actually had to play the game not let the game show you where survivors are. Follow scratch marks, use your ears to hear footsteps or whining. Some aura is fine! But having 4 aura perks and an add on that show aura is kinda of ridiculous. I’d rather face a gen regression build killer than have my aura freely shown to the killer. I miss chases, those are impossible now with the anti looping killers they keep coming out with. Oh and pallets? What are those? Nerfed those too. Some rooms don’t even have a single pallet! We were told we were getting QOL changes but then it was just scrapped and haven’t heard anything else about it. Other than more nerfs that were coming to survivors. I don’t play comp and don’t tend to. Guess it’ll be another break for me. Not all of us play like comps. I guess they just don’t get it and probably never will
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I miss old DBD for many of those reasons, back when you had maybe 2-3 aura perks on either side, and the most commmon ones were BBQ for killer, and Object of Obsession for survivor. No Lethal Pursuer either, so the killer had to guess where survivors spawned.
And old Ruin, with the red skillchecks. The perfect slowdown perkSimpler times, when the game had more chill.
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facts now everyone is running like a chicken with their head cut off lol
It seems like both roles are rushing to see who is the fastest at completing their objective, 🙄😂
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I agree on the 2v8 ideas and catch up mechanics being tested. I feel like if they knew how the game would turn out, they would have been basekit from the beginning, but its going to be hard to convince people of such a change.
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In my personal opinion, what we've been seeing lately is what has been hinted at for a long time now—Survivors have been nerfed consistently in very bizarre and unusual ways for so long now that they've started to adapt (again). Gens are flying, without any sort of gen rushing meta, because they know how to prioritize them. Even solo trials are less susceptible to 3-gens than they used to be, in my experience.
Parallel to that, we have Killers doing the same old thing as aggressively as ever. Instead of trying to improve their own gameplay, they're doubling down on micro play and being rewarded for it (again). It could never be that maybe they should improve as well. Of course not. The answer must be to punish Survivor again for merely learning how to navigate things even if they still lose in the end.
My feedback is sort of useless at this point, in all honesty. I wanted BHVR to lock in with their 2025 claims but as we all knew what was going to happen deep down, they dropped the ball. Again, my opinion, but I feel like that was the biggest middle finger they could have ever given the players and it dashes any hope I ever could have had about them trying to improve the game. And that's putting my feelings on the matter lightly.
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Maybe not quite what you’re looking for here, but one thing that would at least in my opinion would go a long way to make people feel better about being tunneled is to overhaul the scoring/ranking system so that you rank up and get paired with better teammates not based on escapes but based on your time in chases and winning chases. The most frustrating thing in the game is to loop a killer for minutes multiple times and then die anyway because killer tunneled you and you were their only kill and/or because teammates didn’t do gens while you were getting chased. I would not mind dying at all if I knew that I was still going to be rewarded for playing well. The fact that BHVR is still defending the “escapes equals skill” system is mind-boggling to me.
Post edited by Classic_Rando on7 -
Strong agree on this and people were warning it was going to happen.
As much as we get 'if you don't want killers to tunnel, give them something else to do' (which I think most people who wanted anti-tunnel agreed with), the survivor comparison gets dropped. Self heal with CoH, BU+FTP, bugged flashbangs, when survivors aren't doing this, they are doing gens (and to be clear, some things should be nerfed/bugs fixed, but as they were survivors did gens)
I think the best example is OTR and the old 80 second timer. We got lots of arguments about bodyblock, which people, rightly, pointed out meant a lot of time off generators. Now its nerfed, so survivors can't even make the mistake in how they use it anymore, they just do a gen.
Survivors have lost a lot of the more interesting risk/reward gameplay, it seems because the discussions that only focused on the rewards won out and everyone seems to be unhappy with the outcome.
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I play Killer somewhat more than Survivor (I watch a lot of Survivor gameplay to try and suck less though), and it's not fun playing Killer a lot of the time either. My matches seem to fluctuate between being a horrible, joyless slog where even if I technically win I feel like I lost, or an absurd mismatch on hydrogen-bomb-vs-coughing-baby levels, where either Survivors give up almost instantly because one thing doesn't go their way or I have absolutely no way of exerting any pressure at any point and get teabagged at the exit gates. The gap between the strongest Killers and almost all the rest feels wider than ever, and most of the changes people suggest would barely affect the strongest while making the weaker ones miserable and the lowest tier unplayable. Moreover, Survivors already have a lot of great tools to help themselves and one another but don't often have the means or the coordination to use them.
My suggestions? More information for solo queue Survivors, so they have a chance to respond in the ways SWFs can easily. Being able to see each others' perks (whenever that gets here) will help a lot. A comms/ping wheel like in Overwatch would allow solo Survivors to communicate simply in-game without the mess voice chat would implement. I wonder if basekit Kindred would help Survivors with tunnelling, since I see Survivors unhook in the Killer's face and then leave the poor unhooked Survivor to their fate straight afterwards far too often. In extremis I could see some kind of total loss of collision with both Killer and other Survivors for an unhooked Survivor until they perform a Conspicuous Action or a timer runs out, with some kind of visual effect like a marker over their head.
On the Killer side, it goes without saying that the weaker Killers need meaningful buffs and the stronger ones need meaningful nerfs as well as sidegrades to make their powers more useable but less oppressive. Some Killers have built-in anti-camp which also discourages tunnelling ab initio, and that could probably be applied to more Killers, especially the ones that are very good at punishing unhooks like Trickster, Huntress, Billy etc.
I also think more perks need to be viable, while the strongest ones need reining in. At the moment the diversity of Killer perks is not great (though Vecna 2: The First But Not Actually has introduced a bunch of good but not overtuned ones), but the strongest perks are still really powerful while still working when a Killer tunnels. I've said it elsewhere but it would help to reintroduce for several top Killer perks the effect that Hex: Ruin had before, where a Survivor death disables it. You can have an early 3v1 or strong slowdown, but not both. Then you could look at improving weaker Killer perks (especially chase perks, which often don't feel like they justify the perk slot when you could run something more reliable). There are also some Survivor perks that could benefit being changed: Vigil is just obnoxious and makes playing weaker Killers harder while having no impact on stronger ones 99% of the time; Stakeout/Hyperfocus as a combo is unhealthy for the game and, in a certain sense, encourages tunnelling (if a Killer suspects you have it, it's in their interests to hunt you down and prevent you from blowing up their generators at double speed); Resurgence also encourages tunnelling because a Survivor being almost instantly healed after unhook means way less time Survivors spend resetting, it counters perks that don't benefit tunnelling like Gift of Pain and Sloppy Butcher, and it's also completely undone by hitting the Survivor off hook. Moreover, in general I see too many Survivors bring builds solely focussed on doing gens or being chased, and not helping or giving valuable information to their teammates: perks that are altruistic could use a tune-up, while I wouldn't mind seeing some of the more self-centred perks that are very popular getting toned down.
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oh but killers didn’t complain about distortion? About the DS buff which added a mere second or two longer? In my opinion DS should last a good 10 secs, you wanna be a d head? Okay eat that stun. What is it 4 seconds now? Yeah enough to get off the shoulders then boom tunneled. Yeah okay bud, the game clearly favors killers and your posts make me not want to respond to you anymore. You’re a ruthless killer main with no decency for any regard to others fun, just your own! Good day sir!
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Killers deserve a Second chance perk like DS.
They already have stuff like NOED, and
Something like "Hook Chains" when the first survivor is unhooked they instantly get rehooked if the killer passes a skill check, and gain another hook level
Oh, ha! I thought you were being serious for a second
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You're joking, right?
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I've always felt the game should have a dynamic system that buffs and nerfs each side as the balance of the game changes.
Track the hook states and number of dead survivors against total generator progress.
If the survs are on the back foot then give them a gen repair speed boost and maybe 1% haste or slow the killer a tiny bit. if gens are flying then slow down repair speeds and give killer a little speed buff, maybe quicker recovery from missed or bad hits.
This would keep the gsme tense so it slways feels like the win is in the balance. I'm honestly sick to death of playing survivor games where within 2-4 minutes it's obvious that we have no chance of finishing gens. It's immensely discouraging.
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That is definitely…an idea.
Not a good one, but certainly one of the ideas of all time.
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Part of the problem lies in bad map design. Maybe a significant part of it. Take azarov's for instance. No explanation needed. Whereas badham has strong loops every part of the map so it is hardee to tunnel there.
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survivors dont understand that ligit tunneling is one of the only tools that can actually help win a game, one player gone makes the game alot more winnabel. survivors are spolied with so many perks for gen rush and 2nd chances while all of the killer metas get nerfed you have so many tool to use lmao, and you where in a SWF you had every advantage you cant complain out tunneling my guy play some killer with some actual good survivors and you'd get it, don't get emtional over it just understand it was the best option at the time thats all and go next.
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By your logic anything swfs do.
Hyperfocus genrushing or flip-flop power struggle, dying on pallet have someone hover for save.
Or any other "very abusive" strat that killer dont find fair or fun to face against, are okay because "its their objective to survive".
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Another example of wanting the competition to be NPCs and real people at the same time.
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That isn't even remotely close to DS.
This is either satire or a fundamental misunderstanding of the game.
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It's hard to take extreme suggestions like these serious. What are survivors really to you?
Are they (A:) soulless NPC's whose sole purpose is to hang on the hook, from the moment they are found? Or are they (B:) actually other people, who just want to play the game, just like you are?
Chances are that they are option B, 100% of the time, unless they have a big yellow BOT designation after their names.
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Only encouraging not tunneling and not punishing tunneling won't stop people from tunneling. There is no slowdown that is more effective then just removing the survivor from the match and creating a 1v3 as fast as possible. However. I also don't think they should "punish" tunneling, because doing so just leads to situations that survivors can abuse it (I.E forcing the killer to tunnel you by body blocking)
The solution needs to be, make tunneling impossible, while buffing killers with basekit gen defense and slowdown to compensate (basekit BBQ/Pop/painres etc.) ideally something like pain res over pop, or it just benefits blight/nurse/ghoul more than say trapper.
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I don't know, could you imagine if there was a perk, perhaps more than one, or even killer powers, that let a killer cut through survivor health states. The survivor EXPerience wOuld be Substantially alterED.
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Its a shame most of those perks are extremely niche and have very short timers or ridiculous activation requirements or are able to be removed (Hexes).
Now if there was a perk that was like: "When survivors complete a gen for 60 seconds they are all exposed, deactivates when a survivor is downed" then maybe you'd be able to compare that.
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You're either trolling or you want a game that gives you every single thing for free. The survivor equivalent of this would be hitting a skill check while in the killer's TR that removes a hook state.
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Its a shame most of those perks are extremely niche and have very short timers or ridiculous activation requirements or are able to be removed (Hexes).Now if there was a perk that was like: "When survivors complete a gen for 60 seconds they are all exposed, deactivates when a survivor is downed" then maybe you'd be able to compare that.You're now trying to compare both the style of the perk as well as its meta usefulness.
I could just as easily say survivors should have perks that reward them for doing their objective, like Pain Resonance. So when the survivor completes a gen, they get a benefit. You could point to something like Dark Sense, but then I say no, I want it to be just as strong with the exact same conditions. I want there to be a highlighted gen on the map that if I complete I get a 15% bonus to the next most progressed gen.
Both ideas are silly. It's an asym, meaning that two sides perks will differ both in design and overall usefulness.
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What do you think "second chance" means exactly? If you hooked someone, your first effort was successful. No second chance needed. The only perk that comes close to removing a hook state—which would be equal to getting one for free—is StB, and it doesn't remove it, just shifts its location. It's also super risky. So okay, you can have your free-hook perk, but it's one time use and, after using it, you spend the next two minutes stunned. You'll get to feel like the NPC you want the survivors to be as gens pop around you and they stand in front of you and tbag.
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If you are ending chases in under 15 seconds, you really don't need to care about DS lol.
Getting a rehook with no counterplay is not even remotely close to DS.
There is not, and will not, ever be a Killer version of DS because Killer is a fundamentally different game than Survivor. There are very few directly equivalent perks.
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What do you think "second chance" means exactly?I've always hated the emphasis on 'second chance' as a category for perks. As if extending a chase via DS is different than extending it via Lithe, or getting quickly healed, or having teammates running gen perks necessitating the chase not be as long, etc. All of those are balance questions by individual perks, but second chance is worded as if there is something unique about the perk that makes it unfair.
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Killer powers have Exposed.
Full Hex builds are actually somewhat viable right now, surprisingly.
There is no direct equivalent to DS on the Killer side of things because it is a fundamentally different game. If you really wanted to twist my arm, I might say that gen regression/blocking is the closest thing to DS, with Deadlock being the closest in that category.
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In my experience, when playing with friends, unless we are going against a cracked A+ or S tier killer main, we usually get 2 to 3 escapes, even when hard tunneling comes into play. Usually we lose to tunneling when the killer hard tunnels someone who messes up - touch gens before healing, run to a dead zone or is just plain bad at looping.
Hard tunnel is a gamble: is you try to tunnel someone out and the player is good and have anti-tunnel perks, you are probably cooked. I saw recently a very tryhard Dracula main from my server lose a 100+ streak because he chose to tunnel someone with anti-tunnel perks and very good game sense. He took 3 escapes with only 3 hooks and that it.
Now SoloQ is hell due to how inconsistent teammates are, but this is more related to MMR than game balance. There are randoms who just chew the killer's heart in the match and others who fall like flies to a insecticide against M1 killers
People in this forum seems to hate this, but there really should exist mechanics that incentivize the killer to spread hooks instead of tunneling - without giving survivors plot armor for incentive, of course. Without this, tunneling and forcing a 3v1 will always be the best scenario for killers.
About aura perks: Distortion is a plague, i hate this perk and the way it worked back then. It punishes killers for using aura builds and incentivize even more anti-gen perks and stealth survivor gameplay. The devs should really focus more in perks like "We see you" from Eleven, that gives you stacks and notifies you when you have your aura read without blocking aura from working.
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Isn't that always the goal? Make camping/tunneling/slugging seem weak and half-baked while claiming that any valid tool on the opposing side is extremely strong, including BS like Weaving Spiders. 😵
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