This is a pretty important gameplay improvement to both make boss mechanics more engaging and also make the current mob maps more versatile on gameplay style, please give it a read.
Normally on some games, classes have kinds of skills to have a more versatile gameplay: Poison, Stun, Slow, Death, Petrify, etc. But on most of games, you just can’t cast those effects on bosses and harder monsterscause it would be gamebreaking (ex: Casting “death” to instakill the final boss of a game).
Alright, we can all agree on the gamebreaking aspect, but isn’t also breaking the versatily of this mechanic if you don’t apply it to most scenarios? If we just have this kind of versatility on farming and grinding, but not when it would actually be useful, what would be the point?
Thats why I think on the formulas of this game, we should have some kind of resistance/reduction on some effects, instead of just NOT BEING ABLE TO USE them.
Take my case as an example: Being an Archer, I have the Full Charge skill where I can push the enemies far away. On normal monsters, it may push them off my screen, but on bosses or big monsters, just don’t do anything. Instead, they should do a minimal effect, like just giving it a slight push. That on Lv1 attribute, so, I have another reason to go max level on it (and may have higher SP cost), to, on the past skill that I didnt use on normal monsters cause they would fly off, I would give a medium push on Bosses/Elite at a higher SP cost.
The same applies for other effects, like Stun/Petrify. Instead of not applying them to bosses, you just lower the rate at it happens (with some resistance stat), and reduce the duration of the effect depending on the type of monsters to make it more dynamic. Its kind of logical if you think a tougher mob would get dizzy for a smaller time with the same hit that would make a smaller one almost faint.
Thanks for reading! Remember to give it a like in case you agree to support the thread. Also, give your opinion on this if you want to! 
