How to address the Skull Merchant 3gen abuse
So if you play both sides, by now I'm sure you have faced a SM that sits on a 3gen from the start of the match and then does not chase outside of the area. Then add the synergy with the gen kick meta and the result is the game stalls and becomes a stalemate where the survivors are essentially forced to give up/run in and give a free down/kill in order for the game to progress/end.
Here's my proposed change: if you are working on a gen, your exposed build up timer is paused. The reason for this would be two fold 1. deactivating drones actually does nothing in the grand scheme of things 2. having to hack the drone to avoid being exposed is just a waste of time since she can just put the drone right back.
There was a time when 3 gens used to be seen as an error made by the survivors. However it seems like maps are spawning easy 3 gens more often now. Prime examples like Dead Dawg, RPD (with 2 gens in the middle room), or multi-floor maps like the game. You should not be able to win simply because you can stall the game to a halt from the beginning of the game.
Comments
Sorry, but that is the definition of a strategy. Strategies do not require skill, they require thought, and strategies by definition require thought. Just because you and others didn't like it or think it's "not a strategy" because it was consistent to set up does not mean it isn't a strategy since strategies can indeed be, or be seen as, cheap... for lack of a better word.
Running to that spot is using the perk effectively. It's a flaw in the map that it can be done consistently, it's not "abuse".