The ghostly exploding fallen really need to go. You can’t target them and the elite will just keep endlessly generating more so you’re constantly just dancing around trying to avoid these things and they stack up on the same spot so you get hit by multiples. Having some of that in the game is cool but when it’s being spammed at you just becomes no fun. It’s not a cool mechanic. It’s just dumb. Also the smaller fire explosions that get spammed on the ground need a slightly longer timer. You have about a half a second to dash out of there and a lot of times again those are stacked on top of each other so they become an instant death scenario. Sure if you’re running around with Selig and the broken Glynn’s Anvil then you can just tank through all that. But Glynn’s won’t stay broken forever, and not all classes, including the sorcerer can’t even use it.
I agree that the executioner sword is a bit over tuned as well, not as bad as the first two examples I mentioned, but still pretty bad.
One more scenario that I’d like to mention is Mephisto’s white electric beam. That one is instant death and there’s no telegraph or indicator that he’s going to use it. A lot of times it’s done off screen as well. That’s a total BS scenario.
I think it’s also worth mentioning the blood seeker upgrade you can get for the pit. Those monsters are clearly 5 to 10 tiers above what they say they are. It doesn’t matter at medium and lower tiers, but when you start hitting pit 120 those things are brutal.
Again, the point here is to not just make the game super easy, it’s to scale these outliers so that they’re more in line with the difficulty level that you’re playing at. And avoid these surprise spikes that are well beyond the power range of anything else in that tier. If you want things harder, go to a higher tier or pit level, no problem with that, let’s just be more consistent.