- Boss requirements (playtime, not having one poke in your team, ...)
- Difficulty (would you mind getting tougher, more challenging bosses but for the same rewards?)
- Cooldown (would you mind getting 4-5 days cooldowns, but with a lowered amount of rewards?)
My thinking about bosses is more global than just this points. Some months i posted this :
https://pokemonrevolution.net/forum/topic/94347-url/?do=findComment&comment=546198
In this post, we can see that all bosses can give in average 750-800k, with this statement, doing bosses is the best way to gain money in this game (way before digs, farming money in cerulean cave, sells pkm, etc.). Fews weeks ago, some players noticed bosses gave them less moneys than they are supposed to give. Making bosses less interesting to do for money. I think the bosses rewards for pkm or items are not very interesting, the main reason players do it is for money, the others rewards are just a little bonus. Only pkm without spawn are interesting.
From my personal experience (i know personal experience is not an argue, but it explains my feelings for the next point), the temporary bosses on vulcan island were not very interesting for rewards, and the cooldown was very very annoying.
With all the things to do on PRO, doing bosses all the time is not the must interesting part of PRO, with lower cooldown we will only play for bosses if the rewards stays the same. If you reduce the rewards to put a lower cooldown, bosses will become less interesting to do : the time to beat the bosses will stay the same but the rewards are lower.
The main limit on this game is the game time; if i have 1 hour of game time today, i have to pick what i will do; imagine doing bosses for 1 hour give 30k rewards, but in an other side, killing pkm in cerulean cave give 40k. My choice and the one for others players will be the same: pick cerulean cave. The only reason to pick bosses would be to have some "fun" to do something else (this "fun" would cost 10k). It can work during fews weeks, or months; but after a time, player will not feel the same "fun" doing bosses. It's my case actually, it's the first time since i started the game i didn't do my bosses this last 2 weeks because rewards are lower.
Furthermore, we have now 41 bosses to do every 12 days (some more, some less, whatever), it takes time to do it every time. Reducing the cooldown would make us do bosses all the time :(
So, i don't think reducing cooldown is a good idea. For me, it should be the opposite, increase it and higher rewards. But i don't feel others players would follow me on it :') Specially for new players that want to do Guardians for their legendaries xD
My point about number of bosses brings me to another idea : it might be time to reduce the number of bosses. A good part of bosses are named for staff members that worked during 1 year in staff, it may be time to delet to others bosses not named by staff members to reduce the number.
Concerning the difficulty of bosses, i don't think it's possible to create very difficult bosses without totally make it cancer. Each team of boss is limited by 6 pkm, so they all have weakness, and the AI is not very very good (no switch, just use the more efficiency move, etc.). This limits make players think about the best way to beat them, and they always find it. Whatever the team, they find the weakness. The only way to make it more difficult is making them bloody too strong, the RNG would make it very hard. And it would force new players to farm specific PKM with specific builds only for bosses. I don't feel new players would appreciate it when they start the game, even for advanced players. So, the difficulty should stay the same.
Maybe a rework to harmonize the difficulty with the boss requirements.
Concerning the boss requirements, i think it should stay only playtime, not some pkm limit. I think it follows the idea to let players think about good way to beat bosses, they shouldn't be limited by requirement like: no snorlax. (And i personalty don't use it).