First off, drop the phase mechanics. If we’re able to overlevel content, let us crush it. Bosses should be killable fast if we’re strong enough. Simple as that.
But here’s the main idea:
Bosses need to drop valuable materials and feed into a progression system—something that makes every boss kill, on any difficulty, matter.
For example:
Introduce a system like glyph scaling. Let us build a damage multiplier—up to 5.0x max.
Killing a boss on T1 gives +0.01. T4 gives +0.1.
Now suddenly, boss runs are worth grinding again.
On top of that, add a special material that unlocks a third tempering slot—but only for fully mastered (12/12) items. This third slot can’t be mastered itself, so it’s something you choose carefully—not just slapped on every gear. It adds long-term investment and purpose to non-unique, non-mythic gear.
With that kind of system, boss runs across all tiers become meaningful again. And honestly, to balance it out, you could even lower mythic drop rates across the board—because we’d have other ways to power up our builds.
Also, weapon base damage still needs tuning. Reduce base weapon damage by 25–50% to help keep Tier IV a real challenge, especially with power creep incoming from future updates.
Like, a quarterstaff with item level 800 and base damage of 596? That should be closer to 298–446.
Right now, boss runs feel like a chore. They’re lame. Not enough ancestrals. Not enough mythics. The mechanics feel like artificial gates just to stop us from one-shotting. That’s not fun.
We need bosses to matter beyond just item drops. This damage multiplier system and the third tempering slot would help a lot. It would even give regular legendaries a new purpose.