The bosses in RO were created to be killed in a party, sure you could solo the weak ones, but most of them need a party. The ideal way of killing was always having a tank, a healer, a dps and a support for ME/Sacrifice/Link/Bragi. And the unavoidable damage can be avoided with class skills like:
- Magnetic Earth
-Pneuma
-Soul Link Buffs( for earthquake)
For the bosses in ToS, as it is right now,they lack pressure and uniqueness, we have beautiful models that add no game changer in the bosses concept. They are for the most part just tank walls with same attack patterns that repeat over and over. I know that the ability to teach the player how to dodge the attacks is a good design, but at the same time, make the bosses real boring because of the overused patterns, most of them I wish had more unique features because of their models ingame. Like the harpy flying around the map, and up the screen for a grab dive or the spider using more paralisis and mobs to kill the paralized player or the mummy using their bandages for a grab attack or summoning undead mobs that are immortal.
They need more AI development too, for things like doing combo attacks or if a player recieves the debuff from their trap they punish you more,or changing pattern attacks if they are recieving only melee or only ranged damage. The great design is not just creating patterns that players can learn, but creating twists around them to suprise and challenge the player even futher.
Right now we lack that suprise. Even the field bosses and dungeon bosses have no suprises in their attacks, they only hit harder. Wish they could use more unique stuff like the boss in the mines with the spiral cannon or the quick attack necro in the chapel.
And we need more exp from killing the bosses and better loots, please.