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I like them
I suppose
I just learned though that if you are caught in their spin attack, auto death in HOE.
Let that sink in, an enemy that appears wave 2 can essentially one shot you if you have no armor
Everyone else - Stay the ♥♥♥♥ back
Your problem is with the zed spawn / teleport system, not the gorefiend itself.
Medic, Support, and Firebug shouldn't have too much trouble with them given that each can have access to a shotgun type of weapon, which is a gorefiend/gorefast weakness.
Most other perks can either 1-2 shot them in the head or hold them back long enough to get them killed.
I just played a HOE where i got caught mid reload on my stoner by a gorfiend at max health, no armor, and nothing i could do. Looking back there wasnt even anything i could do differently to survive
Pistol would be laughable (even with Close Combat)
Literally all i could do was die. If they simply removed the spin attack, i would be happy
^^^^^^^^^^
That.
Also, stalker 5 packs (cloaked) at unexpected close range. Especially for non-zerks who don't have huge AoE swings. Gorefiends are literally easy to deal with in comparison.
The gorefiend's keep the pre-giant waves interesting, without them to keep people on their guard it would be a snooze-fest before the SC/FP's roll in(it mostly is anyways). Also, if they removed the spin attack then they'd be removing the only thing challenging or threatening about them at all.
I for one very much enjoy the so called Op-ness of the Gorefiend. Brings a smile to my face seeing and hearing about Gorefiends killing the careless and un-prepared.
I can say with certainity, that you cannot interrupt a spin attack in any way other than killing the gorefiend