Umm, yes they are. All other specimen can be handled by any perk without
too much trouble (you can kill all of them with just your 9mm basicly, which i would call quite manageable by all perks). If you are a class who can't handle one or the other of the Scrake/FP "with ease" however, even if you save only those 2 specimens to the end you will still pretty much inevitably die anyway, unless you are REALLY skilled. So they are definitely the deciding factors to wether or not you POTENTIALLY can solo a wave. Doesn't mean that any other specimen can't kill you anyway
I was refering to Zerkers, not the other perks. my bad, should have been more clear.
The only perk that can kill
any specimen without too much trouble and with
unlimited, cheap and perked weaponry is the Zerker. Support, Demo and Sharpie can kill them all, yes, but they will have
limited ammo to do so and trying to kill these 2 specimen alone with any of those perks
is way riskier than with the kiting solo-Zerker.
It's riskier in most situations, but not all, but still able to be done. the risk depends on many things, Map, how many remaining zeds, and what type, how close they are to you and the FP, etc.
Zerker needs to have either of these 2 heavy enemies as a nemesis. Fleshpounds are clearly the better choice as the nemesis for the Zerker as Zerkers fills a role as one of the main anti-Scrake perks (Zerker+Sharpie are still currently the best anti-Scrake perks). Requring ammo to kill the FP would make it more similar to the other perks in the way that they have a finite / limited source to kill that specimen. No, it doesn't remove the ability to kill everything by yourself as a Zerker but it would definitely discourage such ramboing behaviour, as cooperating with your team would dispose of them in a much better/safer/quicker way.
See end statement.
Im an ok player, but probably not even close within those top 2%. Yesterday I killed the remaining 200 enemies with a quite crappy group on a 6-man Suicidal server on wave 10/10 on West London without breaking a sweat. I was a Zerker ofc. I would never ever have been able to as easily handle that with any other perk, if it all (due to my lack of skill, not because you can't solo with a different perk). The Zerker IS overpowered (when soloing / ramboing) without any doubt at all, if someone as mediocre as me can handle that so easily!
maybe you are better than you think. Do you think you could have done that on HoE?
The Zerker needs some general MINOR nerf like a bit less resistance (from 40% to 35%?) and/or a speed reduction (from 30% to 20/25% would be good as the Zerker is just crazy fast) on top of making the Fleshpound changes i proposed (to make him a Zerker-nemesis, just like all other perks have a nemesis of either the Scrake or FP).
But making him only be able to carry Melee weapons or REDUCE his total weightlimit? That would just be ridiculously silly as no other perk has such lame and boring restrictions.
Speed and damage reduction will only work if it is severly reduced. I have nothing against a speed reduction of 5% or 10%, or a 5% to 10% damage reduction.
So to set a more distinct goal for the Zerker when both in a group and when soloing:
Good against / Targets to focus on - Trash in melee range + Scrake
Bad against / Targets to avoid - Trash at (medium/long) distance with ranged attacks + Fleshpound
EDIT:
No it's not in the case of the Fleshpound. If one of the problems is that Zerker can solo this specimen (which he shouldn't be able to do the way he does, with his melee weapons, at least not with the swing/miss method), then the problem lies in the specimen, not the perk.
Yes, the Zerker's (and to lesser extent the Medic's) perked speed is also a problem here, but not entirely. If you fix the Fleshie's swing/miss-exploit, you can keep the movement speed bonus (most of it, as i agreed it's a tad too high) without still making him so soloing-overpowered. Cuz he needs SOME speed to function the way as a perk.
Look at it from 2 angles:
1) Nerfing the movement speed too much - Hooray, the FP can't be melee-kited anymore, but now the perk generally sucks to play...
2) Removing the Swing/miss-exploit (+ a minor speed nerf) - Hooray the FP can't be melee-kited anymore, and hooray, the perk is still a fun and functional teamwork-requiring-perk
Which way would you go?