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Glance at the other final stage from RoR. It had you fight enemies and do a lot of power events- but there were also many power ups spread throughout the area and optional objectives to give you more oomph against the last boss.
My solution would be to give this area the same treatment. I'd make the pillars 100% optional to do- you could bum rush straight to Mithrix if you liked. Otherwise, activating the pillars gives you a small buff during the boss fight. Maybe one gives the water slight healing, another adds some more platforms, and one could let you keep a few items during his steal phase. Enemies could have a chance to drop some keys of some kind that'd give you access to get some new items in some lore friendly way. More blue bubbles except with chests in them, mayhaps.
The stage made you unlock doors to get either bonus loot / extra things for the boss fight or go straight for the boss. It was very enticing to go for all that loot, but running the timer up could get you killed.
For Ror2, they added the objectives, but there isn't much reward for staying around or exploring since there is no real "loot" other than a few lunars and soup island.
It would feel much better and alive if there were also chests and possibly a gold chest, to encourage a player to stick around and loot, at the cost of time and difficulty.
Last few times I've been there one of those has done me in w/ the armor shred and slow theyve all been given.
I guess, silver lining, at least the map isnt empty? It's less *boring,* but it feels pretty bad to die just before the boss because they gave you 4 teleporter events to do that take a minute to walk to each.
Stage has been garbage since they made a last stage. Obliterating is still way better