Currently lots of people dislike the fact that there's an RNG element in drops. Many have reported that they done a specific fight (ifrit) many times and not gotten any reward.

So why not implement a following system:

Option 1: Increase the probability of the desired item dropping, and also, increase the probability of the person getting a negative buff should they fail. Make it on a sliding scale.
Example:
Currently you have a 5% chance to get a weapon drop from ifrit.
Increase that chance to 60% and in return, the player has an 80% chance to receive one of the following debuffs (all unremovable):
1) Slow'd by 25% for an hour.
2) Poisoned to take damage in combat for an hour.
3) All actions 10% less effective for an hour.
etc.
Can have different buffs, and can allow player to adjust both percentages.

Option 2:
Allow players to "buff" the boss in exchange for increased drop rate.
Example:
1) Increase hp by 5% for 2% drop rate increase
2) Increase Damage by 5% for 5% drop rate increase
3) Decrease time allotted to win by 5 min for 5% increase
etc.
Thoughts?