Quote (Djuntas @ Sep 16 2021 05:16pm)
Some builds can lack performance on players 8 yes. I note that for quit a few of my builds like my nova 200 fcr sorc :) The list was more weighed as an overall, with focus on early to end-game, and also fun etc. See start of the video where I talk about that :)
Anyway I could see a fun thing with fire druid on players 8 yes, just sadly so many fire immunes in diablo 2, cant really do chaos runs with the build, which is my prime area to test stuff with.
Its an issue with all fire chars. Fireball sorcs, fire druids and dragon tail assassins can all get overwhelming damage that instantly kills everything even in P8, but can't touch a venom lord
If it weren't for the fact that chaos/baal are filled with unbreakable immunes, the could be considered as good as hammerdins.
Fire auradins and fire trappers and fire bow zons are all very mediocre before considering how they get stonewalled by immunes, and its significant hampering factor to summon necros spamming CE, which doesn't stop it but loses a ton of damage.
This is a general issue with PvM that limits any tiers. In general and purely in terms of monster resistances and available -% resist skills/gear, Lightning >> poison > magic > cold > physical > fire.
But that doesn't mean every poison char is better than every cold char- poison nova is the only poison skill with high enough DPS and duration to be good.
There are almost zero unbreakable lightning immune normal monsters (just skeleton mages), and when monsters roll random affixes that give them immunities, they prioritize fire > cold > light and can only spawn 2 immunities at once, so even random affixes favor less lightning immunes. There are significant amount of unbreakable poison immune monsters, but ALL monsters and bosses have 0% poison length resistance and -% resist is extremely effective at both reducing resist and increasing duration. There are only a handful of magic immune monsters, but a fair amount with 25-33% magic resist and there's no way to reduce magic resists, so you can't multiply your damage at all. There are a considerable amount of cold immunes and they are almost all unbreakable, but non-immunes are reduced to -100% by cold mastery to double your damage. Almost all mobs have 33-50% resist and only amp/decrep/sanctuary can mitigate that, and some monsters even have blocking enabled, so physical damage is mitigated significantly by monsters. And fire immunity is the most common and has a bunch of unbreakable immunes and they're all over the most critical areas of the game.