by now I don't really think they want to fix the hitboxes, if it was something they wanted done right it would have been done already. seems to me at this point they just want to somehow obscure critical headshots, maybe a superficial layer of difficulty.
The biggest problem with the Scrake freezing bug is that it doesn't require the slightest hint of teamwork, effort, or even skill. You simply run up the Scrake with your chainsaw/katana equipped and hold down your alt-fire button. He'll be dead in a matter of seconds. Congratulations, you have just successfully solo'd the second strongest specimen in the game with no health lost, no ammo spent, and no risk taken.
it's not a bug it's a feature, and this is only true if it stands alone, which clearly isn't the case if you're talking about a full server on high difficulty.
sounds more like you have a problem with a particular class, and not the scrake at all.
If you can't see how being able to 1 shot Fleshpounds on any difficulty with a knife is bad for the game then frankly i'd be wasting my breath. Scrakes are laughable. Gameplay has nothing to do with it, they are just so easy to kill they may aswell be removed and replaced with something else. Fine, its been confirmed Scrake stunning was intentional, but to turn them into a complete joke? I doubt it. What is the point in making them 'rage' when low on health when they're permanently stunned? At least make them immune to stun once they rage, or do what i've said before and make them stunnable once, not indefinatly.
wasting your breath or wasting your time? you're taking a risk whenever you attempt to behead a fleshpound, I don't care how good you think you are, it's never 100% guaranteed in a 6 man game. fail this on suicidal and it's instant death for you or someone on your team. succeed and you will manage to save some ammo and/or health and armor. good risk/reward tradeoff, no?
and same as sloppy over there, just using way too much exaggeration to promote a narrow point of view. only 2 classes with level4+ perks can produce a long stun in 6p suicidal, anyone else has to keep a constant rate of fire on primary or secondary melee to keep it from damaging you, and it takes FOREVER. something like 10 seconds of constant melee spam to take one down, can you ignore everything around you for that long and still survive in every situation? that's where the teamwork comes in, which is what makes the current scrake ok by me. it's a fine line between a proper challenge and a proper balance, devs who want customers and ops who want players will never cross it in the wrong direction. what's the point of discussing any change when you don't know enough about the game to consider every angle?
I look at it this way, what's the purpose for this zed to exist - he's not here to create a major force to be reckoned with, or attempt as much damage as possible on your team, that is the fleshpound's job, which is accomplished headshots or no. to me the scrake is just there to draw your attention away from the lesser zeds, cause a distraction for them to do some damage, or take at least one man out of the game temporarily in order to deal with it. in a full suicidal game anywhere past wave 5 there will be a constant stream of them getting more and more frequent as the game goes on, we're not talking about just a few here and there. take them down swiftly, or suffer massive damage from the chainsaw should he be ignored or enraged. does it accomplish this goal when scaled with the proper difficulty? I think so.
enraged stun immunity could work, one stun per scrake could work. but removing stun altogether? you better think long and hard about making this a reality, and play every class in some tougher games before you go around pretending to seek some sort of improvement for anything besides your class or difficulty of choice.