Back in Diablo 3 classic Subjugators, Dark Berserkers and Fallen Overseers were packing few highest one tick burst damage in one attack but they were so slow and telegraphed; at least for Berserkers and Overseers. This can add a thrill to allow high damage bursts to any mediocre rank enemy but making them avoidable is the key.
Alas, hit registering back in classic D3 was so bad (I think once I heard it had something to do with textures flowing away from models but can’t be sure, it doesn’t make sense) this somewhat made the game nearly unplayable unless you can tank everything by buying items from Auction House. If developers don’t wanna get into the same loop, then they better make things arrayed nicely this time.
Similarly some high grade bosses can gear check when they hit certain maximum health thresholds. It can be a room sweeping attack just like Malthael and Azmodan did back in Diablo 3, these aren’t only gear checks but skill checks to see if you are juggling the cooldowns of the defensive skills just right as well. Bosses can even gets you dreaded by inflicting a debuff on every player character around them and either invulnerability frames, cleanse, an interrupt or a manual dodge might save you against the oncoming attack.
On the subject of interrupt, you can not really interrupt Diablo 3 elites with crowd control as they’re not the one casting those spells but a tied entity does it for them. This still makes the crowd control important but makes them frustrating to fight against when your effects work on them half baked.
If player don’t wanna abuse crowd control, developers supposed to give other ways of approach for the substitute of crowd control or pull restrictions but make it accessible and effective. It could be increased block chance or thorns when they lack to deal damage or need to prioritize targets. Else a strong crowd control such as manually cast stun supposed to stop the monster dead in their tracks and silence them.
They thought the ARPG gameflow as a trinity after they decided to preserve class characteristics but most people don’t see it that way, neither they play tabletop RPGs with pure class fantasies.
I appreciated their design back in D3 vanilla, where every class has their own thing for mass crowd control and shift through as they upgrade equipment but it was too jarring. Perhaps my opinion is a rare one but they should’ve get the memo along these years hopefully, when angry reviews rolled in. Diablo 3 was too original for its own good. Jarring effect that doesn’t really allow you to be flexible, was there from the start; hidden behind dice rolls and power from items.
Luckily they promised on not keeping all the character power on items but I can’t entirely be sure of that because if anything goes wrong they will retreat back to treadmill only controllable environment design. I still have question about how they plan on diminishing the items’ impact on character power when they give really low stats for leveling up.
tl;dr: Developers will figure gear checks depending on combat flow. We should ask more questions about itemization if we want answers.