Almost everyone who grind slayers have the same problem: underleveled people ruining your fight. They mess up the aggro, they mess up with life steal, and the mess up with the game's difficulty itself. The most popular solution to this is to make only the selected players to hit the boss, but I have a different approach. One of my fondest memories while playing this game was when the slayer bosses were first introduced. A party of 2 wise armored players noticed me on my full superior gear and asked me for some help. Being a solo player and having no experience on party quests, I liked the experience of working together to accomplish a goal. It was a good experience for sure. A typical slayer boss fight looks like you're being cornered and struggling. Not knowing the negative effects of teamwork, many underleveled players can interpret this look as a need for help. Even though their damage is miniscule, it might be a small help. This is huma nature IMO, and therefore, should not be blamed. What should be blamed is the game design itself. Simply disabling teamwork is highly unnatural, and I think the problem should be approached from a different standpoint: fixing the aspects of the game that discourage teamwork itself. So what made this cooperative gamemode turne into a game that is most effective when you solo the boss? Where are all those party quest strats that went well on the forums? What made helping become a troll? First off, Life Steal. The more you hit, the more you heal. The more other people steal your hits, the less you heal. This enchant is designed to discourage teaming. However, there's no mentioning that this is the case, which means that newer and weaker players are more likelty to be unaware of this fact. Maybe the enchantment should be less effective and slayers should be toned down so that the enchantment is less important? This could make teamwork less of a troll. Invincibility frames on bosses also hinder teamwork from being effective. The more the people, the more DPS there should be, but because of these ticks, the DPS is cpped, people can steal hits, and life steal is less effective. Removing them could be the best way to enhansce the teamwork experience. Slayer bosses are too easy to aggro. IDK how they chooose their aggro chains, but maybe they should be fixed so that they only hit the player with the most EHP, the one who dealt the most damage, or maybe the one who spawned the boss. A stable aggro system will help plan cooperative strats and stop random helpers from luring the boss away. Helping Slayers have no rewards. I know that helping is shunned upon, but what about dragon fights? Everyone in the end are technically helping the fight, and they are getting a bit of frags. Maybe in terms of slayers, you could get about 1 flesh/web/tooth when you deal a certain amount of damage to others' slayer bosses. Everyone knows that knockback is terrible in circumstance including bossfihts. Making Slayer bosses resistant to kb would not only make the experience more pleasant, but also advantageous for teamwork since the boss won't be tossed around. (Thanks for reminding me.) Some might argue that this could discourage players from crafting slayer specific armor sets, but I think they are still viable even with the cooperative advantages. These armor peices are locked behind higher slayer levels, so you can't use them in early slayer progression anyeays. Recruiting teammates can get a bit inconvenient and hard sometimes, so soloing would still have its advantages.