Well I guess calling it "broken" is wrong and I should have done it differently.
What I wanted to say is, that the classic effect of static field, and how it easily removed boss health, made the fights that suppose to feel epic sort of "meh".
Just don't know how to put it, I do believe HU was better off without such mechanic. This is how I always felt about it.
Not sure do I get my point across, hopefully someone can relate. I do believe that there was always a
strong reason behind why this skill was reworked, and one of the reasons being, how it affected progression.
Skill is a nightmare to balance, and no matter how you look at it being able to tele in next to, lets say hell ball and remove 25% of hes health in 10 seconds or less ( as skill is spamable ) it just doesn't feel right to me as it has 100% land rate, now compare it to crushing blow 1 or 2 percent land chance, if its still the same number.
To be honest, and strictly speaking the removal of this effect and how crushing blow got implemented was important aspect of what made HU boss fights and the way the original D2 mechanics should imho.
My take on this:
The skill could been reverted to its sort of old state, capping it at 25% or something with higher range, if it didn't affect boss monsters. Although I'm not sure is it possible to mod a specific skill immunity to monsters without hard coding, perhaps that's why the skill got reworked in the past?