The murder buff of 20% more grievous is a really useful mechanic. On paper, its a cool mechanic that lets those who want to killers be at risk of being killed themselves, but only on paper.
In reality however, only an absolute moron would risk putting that debuff on their main when you can still fully utilize this buff at no risk to yourself.
This is the flaw, factions simply designate a no statted/unskilled throwaway murder alt (sometimes with pumped strength) to be the killer during a gank, while the others are just there to help the murder alt get to 100% openings.
This isn't just a possibility, or a random occurrence this. is. the. meta.
With little coordination, this usually can always result in a successful kill on hermits and noobs, which would otherwise be way harder to pull off. This is helped by the fact you made it ridiculously easy to abuse openings.
You can spam flex for dizzy on one character, while the other spams full circle for green. You can very easily get a hermit to 100% openings in those two without ko'ing, and once at near 100% opening, a 60% grievous 120% dmg full openings sting from the murder alt is all thats needed to one shot the hermit/newbie with minimal effort.
While this doesn't really affect anyone with decent con, or someone who can fight back, (because a pvper will prevent high openings---even if they realize they will lose, and they won't stay still long enough to be surrounded, which hermits and noobs are prone to doing.) I've even seen cases of hermits trying to surrender in the hopes of being spared, but the only thing they accomplish is staying still long enough for the gankers to get 100% openings before 1 shotting them with sting.
This all means actual pvpers aren't really threatened at all by this extra 20% grievous dmg being used on them.). If they are ko'd, it'll be from a lot of chip dmg wearing them down, not from two 100% opening deathblow stings.
As mentioned this is simply a huge boon to killing unoptimized/scared hermits, in a single encounter, because when noobs are being attacked, they are freaked out, which prevents them from thinking logically. They aren't thinking about their openings, only about running away. (This means even if they have a good amount of con, they are still dead meat!) lmao
Not sure why a mechanic was created solely to grief hermits and noobs, with no counter play against the throwaway murder alt, but I'm thankful it's in the game. Keep the updates coming lol
If you want a decent fix, create a niche skill/buff that allows you to knock yourself out automatically when any opening you have goes above 50%, this would save the casuals and non fighter hermits as long as they remember to enable the buff. Alternatively a skill that ko's you when you click it, but this seems less misclicky...