Coming back to this thread after playing qitana ravel, I was thinking; boss mechanics themselves are fine, they just need to be extrapolated on/made denser. For example, the first boss of Qitana Ravel has 2 simple attacks that are obvious in how to dodge, but create a small catch when they both come up at once. One marks one of two statues at the front of the arena to attack one half of the arena, and the other makes one half of the boss glow to indicate that it'll attack *that* half of the arena. This makes it so the tank has to orient the boss around to create a safe spot, instead of just standing at the north all the time. However, when this finally comes up, the fight's nearly already over.

What if instead, there were 4 pairs of statues stationed at cardinal points or whatever around the arena? This could make it so you have to look around for which set of statues are going to attack, and move accordingly. The safe 'half' of the arena could be divided into safe quarters, when 2 statues light up at once. The boss' other attack could be made like titan E4S's, where it'll light up a random half 3 times, needing you to remember where to move when the attack starts, and making the tank position accordingly so that both sides are available to move to. Just, a simple extrapolation of dungeon bosses' already existing mechanics could make them much more engaging. notably, Qitana Ravel also somewhat makes its first trash pulls somewhat interesting with the 'hide behind walls to avoid the lasers' mechanic, too. The pretty environments and potentially fun mechanics are already there, they just... need to be fully used.