You might need to use a word for 'Raid/Alliance tier content for the level or area' (FFXI terminology doesn't do well here, they just call them 'HNMs' and no one even agrees on what the H stands for).
This is then another question, that I believe I've discussed with Noaani in the past as well. Should raid-sized groups have as much content as single groups do?
And would that even be feasible from the gameplay side of things. I'd hope that raid-sized bosses do in fact have respawn timers and are in fact way more limited in numbers than these Named dudes.
And if that's the case, then raid activities are a separate discussion and the minibosses we're talking about would mainly be a group (2 at most) thing. And I think having smth like "clearing 3 Named dudes spawns a 2-party boss in a certain room" would provide that "smth" you mention here.
And of course, we all need 'something to fight over'. Bonus if it can spawn in different rooms that aren't super close to each other and none of the parties are entirely sure which one.
Basically nothing. Their special attacks do more things, they have more health so that you have to think more about if you can afford to just offload damage to remove their threat quickly, etc. They're effectively required because normal mobs 'must be easier' (complexity wise) if you want players to grow, or to retain those that don't play at a high level.
To me this is mainly an overworld thing and potentially an "early rooms in the dungeon" thing.
Players progress through lvls, which in themselves represent the increase in difficulty, which in turn justify the longer leveling process, exactly because players gotta learn how to fight well. And those who haven't learned, by the time they're max lvl, can fight overland mobs/NMs (who are easier) and/or fight slightly below their lvl, which would fill up dungeons of Stage5 nodes or early rooms of Metro ones.
This is why I said that it'd only be 1k people who're fighting over Metro dungeons, cause I'd imagine that this would be the rough amount of skill-enough players, even if majority of the server is at max lvl. Most likely that's on the lower side of estimation, but I was giving the example at least a bit of a chance.
In other words, my point is that dungeons should be the peak difficulty content in the game for your current lvl. So you either can clear them (or clear a part of them) or you gotta do a stage below your progress or overworld stuff.
And imo this would also somewhat prevent the weaker people from leaving the game, because these dungeons would most likely have a much higher probability of pvp, and this pvp would be against higher powered enemies, so if players learn from the start that equal-lvl content is not always the best choice of action - they'd be more willing to fight against weaker mobs in the endgame (these mobs are still difficult enough, but just easier because they're a step below the weak player's progress).
And if AoC's crafting system proves to be what it promised to be - fighting weaker stuff is still viable, because its mats can still be used/sold/recrafted.
In other words, "for everyone according to their ability" or whatever that red bearded man said in the past.