I'm sure everyone's aware of the new Keystone mutator that was added in. Let's not talk about how broken it currently is right now, that's a different discussion. What I think needs to be addressed is how stupidly difficult it makes it to kill Lurkers on Almayer.
We just had a round end where a single Lurker, on low/deadpop, was able to kill every single human on the Almayer before evac by simply attacking a group, killing as many as they could, and then bolting when their health dropped too low. After that they'd go to heal in some obscure corner of Maint, come out, and repeat. This got to the point where every shipside role was dead and staff had to bwoink them telling them to knock it off. We've seen Lurkers can even do this on mid/high pop rarely, which I'm pretty sure was why healing on other z levels was removed in the first place.
Now the z-level healing is partially back and there's a Mutator that allows a single Lurker to heal almost indefinitely on Almayer: standing, resting, apparently even in vents. A cautious Lurker that's able to score at least one kill every engagement will use this Keystone Mutator to force CIC to either let it wipe out all shipside crew while they watch or call at least one squad back from the surface to help hunt it down.
This isn't fun to play against and it's not fun to watch either. I know this was before I started playing, but I know the Scout Spec is mechanically restricted from using shotguns specifically because someone abused the Scout's cloak to sneak up and PB buckshot lone xenos without risking their own lives. Maybe it's just me, but a Lurker on Almayer with offweed regeneration feels similar to that. Anyone wish to add anything?