Increasing emissive visibility on small objects

So I’ve been wondering: How do I handle emissive objects better so that bloom is not applied almost as a screenspace effect? Essentially, small objects that are supposed to glow intensely, at a range, disappear entirely, and with them, the glow, as they consume less than a pixel and so flicker in and out or disappear entirely because the bloom is applied to the pixel.

As such, is there a way to compensate for this without increasing object size at a range? Tracers of bullets for example… It is appropriate that it disappears at a range or is scaled up from the player’s visibility given the non-stationary low-visibility nature of the object, but scaling up a distant light that serves the sole purpose of being small but visible at a range is not equivalently feasible.