@Res Not even D2 holds a candle to D1 monster variety. Charging demons down in the caves, hiddens, monsters closing in using evasive patterns, Succubi running away, mages teleporting away, uniques that have different mechanics due to AI are all very distinct there, out of which perhaps only Blood Ravenâs movement behavior and the Duriel/Claw Viperâs short range charge remained. Funny how the former isnât mentioned in carbotâs Diablol2 series.
Ironically, in GD we have a lot of charging enemies, and gimmicks on nemesis bosses, but the homing and infinite range nature of the monster charges turning them into autohits, and in general many nemesis bosses featuring autohits or unavoidable disables turns much of it into a spreadsheet rather than piloting question. This in turn reduces perceived variety, despite the bosses and nemeses formally checking all the relevant boxes.
This is made more notable by the incredible discrepancy between normal and boss enemies: Chances are that aside from the skeleton-moss golems, rylok-gargoyles, and aetherial titan-hulks you donât even recognize the various yellow enemies in GD, which are apparently called âchampionsâ, and heroes are minor speedbumps that register only when they are healers / timewarped or when you miss their loot orb.
In basic D2, chances are that act-bosses and act-minibosses are easier than random encounters in the field. Most culprits are combinations of cursed/extra strong/might-fana auras, cold enchanted death explosions, and former bugged interactions with Lightning Enchanted uniques. Many cases involve the above stuck in a small entrance area of a dungeon downstairs. Can you imagine getting a jumpscare in grim dawn from a few heroes and yellows? (I admit there is Loxmere, but for all the wrong reasons)
On the topic of irreducible resistances, for a lot of classes and damage types they were completely irreducible. Cold mastery sorc I mentioned, obviously Conviction on paladin (and ONLY the paladin, no fancy runeword used on 99.9% of heroes) was there, as well as Amp and Lower resist on the necro (and ONLY the necro, no fancy charged wands and procs).
And if the enemy in question rolled the correct enchanted and overcapped itâs resistances, then Lower Resist didnât do much in that case. (Conviction and Cold Mastery could still push the enemies into the negatives) So, like much of D2, it was a mixed bag.