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Nerfing the Doom Crab  

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This has gone on long enough. Every barricade that the Human team makes is immediately-devastated by Doom Crabs. Not only are they small, which means a smaller hitbox, but they can shoot AoE projectiles that cause both debuffs and damage on Human players within range.

 

This boss needs to be nerfed. It doesn't need to be removed, but nerfed severely because every game this is the one boss that causes any Human team formations and/ or barricades to be destroyed.

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Several factors need to be considered here.

  1. The Doom Crab by itself does not do  much damage. However, the perks that are available to zombies are the issue with the Doom Crab's mechanics. The combination of Eviscerator and Ruin is causing the Doom Crab to do extreme damage to barricades. Eviscerator and Ruin have (up until now) applied to a single attack, not an AOE attack. Furthermore, Doom Crab is available at wave 3. Simply changing the wave at which Doom Crabs are available will not change the problem of Doom Crabs destroying cades, as the zmains will have still purchased Run and Eviserator by then.
  2. The Double Points event is active currently. This allows every zombie to obtain an absurd (double) amount of barricade points.  Therefore, zmains at the moment are able to get Eviscerator and/or Ruin by wave 3, the wave which Doom Crab is unlocked. Without double points, this immediate destruction seen by Doom Crabs would not be until at least wave 4, most likely wave 5+, where humans are able to purchase more powerful guns to kill doom crabs more quickly and effectively.
  3. Doom crabs are still somewhat of a new boss, and therefore humans are still adapting to their mechanics. As time progresses, humans will learn to focus doom crabs and will also change their cade styles to prevent doom crabs from getting into the cade.

I will admit, they are currently broken, given the circumstance of double points. However, I do not suggest nerfing them extremely, like we have seen with previous bosses. I recommend making their hitboxes roughly 35% larger, along with removing Ruin from working with the Doom Crab's AOE attack. Likewise, I suggest shortening the duration of the debuff attack and increasing the cooldown on the debuff.

The Doom Crab does have a role in the game. Currently, however, the boss does not fit its role as it should. The boss, as of now, can sit in front of a cade and wreck it with Ruin AOE attack or sneak into the cade, forcing humans to retreat. In a changed state, Doom Crab should not be able to fit into small gaps in the cade. The Doom Crab should use its debuff to limit human's visibility for 2-3 seconds, and then attack for those 2-3 seconds before falling back again. The cooldown would force the Doom Crab to wait again before blinding humans, and therefore attacking, with a more vulnerable and larger hitbox. 

TL;DR - Make the Doom Crab's hitbox 35% larger, shorten debuff duration given to humans, and disable Ruin from being compatible with the AOE attack.

Edited by Isobod
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