#Dungeoneering QOL Updates

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small hound
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Dungeoneering could use a number of quality of life updates to make it better!

I know that, even with updates, there are bound to be plenty of people who dislike the skill, but that does not mean we cannot still update it in many ways.

  1. ~~Have a "mini" dungeon size option, where the max number of rooms is 8. Scale the rewards accordingly. This could be more "digestible" to people who might not have the time or desire to do a 16 room floor. ~~ someone mentioned to me that this might be TOO small. Still keeping it here, just in case

  2. Change the merchant so that clicking on him defaults to the shop instead of speaking to him. Most people are wanting to sell or buy from him, not chitchat.

  3. Possibly add the ability to gain Invention and Archaeology experience by adding appropriate resource nodes and possibly adding Craftables that can be used in the dungeon

  4. Add "sell all" and "sell X" to the shop interface so that we do not have to sell things 50 at a time. Also a "buy X" so we can buy exactly the amount we want.

  5. Change the Fletching ticks to match the number of ticks you have to sit through for Fletching outside of Daemonheim. Currently, it takes about 2-3 times longer to make a single bow in Daemonheim than it does on the outside, and it feels wrong/bad because of it. Also change the animation to match the current animation for Fletching.

  6. I'm not quite sure what the benefit of cooking ranges in Dungeoneering are. As far as I can tell, there is no benefit other than wasting logs. I suggest add some new recipes that combine fish with some of crafting plants (salve) to create "seasoned fish" that might give more cooking xp and more health than regularly cooked fish (but the downside is that you're required to use a range to cook it). I don't recommend making the potatoes require a range because people are already used to not using a range for them

  7. More to come in further posts!

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Dungeoneering QOL Updates

small hound
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  1. Be able to craft two Construction Hotspots in the starting area. That way, you can have both a portal and an altar (or a portal and your skill cape). This might make training prayer in Dungeoneering a bit more palatable.

  2. Possibly have a "bone bag". An exclusive item for Dungeoneering that cannot be taken out of Daemonheim. Basically, bones and ashes are the only two items (I think) that disappear/despawn when on the ground after a set amount of time. The only bones that don't disappear are bones you have not picked up after a kill; it will be much easier/convenient to be able to stock them up for the sake of finding an altar instead of leaving them to despawn or leaving them to rot in a room you don't plan on revisiting. Alternatively, you could have stackable bones, but that might be harder to code.

  3. Clarify to players that staves and wands do not require elemental runes, as these are already built into all staves/wands in Daemonheim. This is something that I do not think is ever mentioned to players, so they end up figuring this out on accident. It would be nice if there was some kind of info in either the tutorial or on the runes themselves.

  4. As a side note to the above, remove the elemental staves, as this is just confusing to new players. Don't get me wrong, they look absolutely cool. Cool designs. You could probably just keep the designs but remove the names, or even keep both name/design but add a note in their description that they are not necessary to have infinite elemental runes. Or even change the designs of Tangle-Utuku to be the cool elemental ones (the regular wood staves are kind of boring looking).

  5. Be able to toggle on and off the ice sliding puzzles if you own the Gorajo skilling outfit. This is more just for me, because I like these puzzles.

small hound
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  1. Add more/new rewards to the rewards trader for dungeoneering tokens. Examples of some possible rewards might be

~cosmetic overrides of Dungeoneering equipment/weapons.

~The ability to buy puzzle skip or non-key door lock skip (this should be appropriately expensive, so as to not devalue skilling outfit or Invention)

~Scroll of Artistry: When firing pottery urns, has a 2% chance of saving an urn (essentially, creating a second urn). Similar to the scroll of proficiency for smithing.


~Distraction and Diversion reset token (daily)

~~~Cinder Cores~~

~Randomized spirit gems

~Buying wood spirits and stone spirits for tokens.  Possibly also buying randomized bird nests, randomized untanned leathers or randomized uncut gems (this is to provide more options for people who have hoards of tokens, but have already unlocked most/all of the shop items).

~Tome of Air or Tome of Flame (similar to the current Tome of Frost, except for Air and Fire, respectively)


14.  Someone suggested this one to me:  Some of the skills give too little xp to feel "worth training".  Perhaps buff some of the xp rates, but make sure it is not buffed too OP.  The goal is to help train these other skills, not replace best training methods from outside Daemonheim.  If training in Dungeoneering it TOO GOOD, people will just stop training on the outside and only Dungeoneer, making the world empiter.  So there has to be a good balance here.
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Whew, that was a lot. Anyways, I really really like Dungeoneering, and want to help make the skill even better!

small hound
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bump

tender dragon
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I support 2, 4, 5, 11, and 13.

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I am wary of adding more content within Daemonheim. It's a self-contained system with a lot of complexity already. The complexity (in a general sense, not the Complexity setting) is what makes Dungeoneering polarising to begin with, as it requires a lot of effort and active engagement compared to most other skills.

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Same goes for increasing XP rates for non-Dungeoneering skills within Daemonheim. I get that some players train other skills in there. However, the purpose of Daemonheim dungeons is primarily to gain Dungeoneering XP. Even with Shifting Tombs and Elite Dungeons, traditional Dungeoneering remains the most accessible training method. It was never intended as a skilling activity.

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For 9, I would suggest updating the bonecrusher to apply its effects in Daemonheim if unlocked. Same for the twisted bird skull, split dragontooth, and demon horn necklaces.

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The gold accumulator and charming imp could also be updated to apply their effects in Daemonheim once unlocked.

small hound
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bump

small hound
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bump

cerulean aspen
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As to 6, I'm pretty sure that ranges in Heim have a lower chance of burning food, just like they do elsewhere.

That said, it wouldn't hurt to make some range-exclusive food to give them an extra purpose.

small hound
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So yeah, would still be nice to have something extra attached to them

ripe dagger
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Skillcape stand? Why? Does it let you pick any skillcape? Why would that even be necessary πŸ€”

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Cause I mean if its just to grab a skillcape you do know you can enter dungeons with the dg skillcape equipped already, i hope

small hound
livid beacon
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What's the point even of having that skillcape stand

small hound
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Why people might choose to build a skillcape stand (as opposed to the other, more useful things), I'm not sure.

But I think it would be a nice QOL to have the option to build TWO of these stations instead of just one (which is what we have currently).

As it stands, you have to sacrifice (get rid of) the Group Gatestone Portal if you want to have a Prayer Altar in the starting room

small hound
livid beacon
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Yeah exactly. It's just a silly thing that doesn't really make sense to have

small hound
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I'm also not sure what the photo booth thing is about, lolol

sweet widget
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honestly the Skillcape stand is pointless, can confirm.

however once you have runes binded; almost anything can be considered pointless in the build station other then group teleport for potential other players who don't have runes binded; aside from that realistically none of the other build stations are that much of a priority due to the fact they are quickly obsoleted.

small hound
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I disagree. Just because you don't want or need something, doesn't mean every player feels the same.

I still want a gatestone and a prayer altar in the starting room.

cerulean aspen
# small hound I'm also not sure what the photo booth thing is about, lolol

Photo booth was from when your avatar on the forums was made by taking a photo of your character, having a booth creatable in heim let you take a picture wearing DG equipment.

The photos are still used for the high scores and such, so it's not useless, but it seems less important than it once was.

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Anyway I agree that a second hotspot would be nice. Partially because I didn't even realize the portal was a hotspot.

ripe dagger
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I don't disagree with the idea of having a second build spot mind you, I was just curious about the particular one and in case of not being aware, mention that you can enter dungeons with it equipped ^^ it may well be that you couldn't always do that and so the stand served as a way to get the cape down there for the extra stats? 🀷

small hound
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Actually, now that I think about, I'm not even sure what the Dungeoneering cape's perks are to begin with...

sweet widget
sweet widget
# small hound I disagree. Just because you don't want or need something, doesn't mean every p...

Where I can understand this; as I was mentioning they quickly become obsolete.
I am not stating these are terrible for having 2 Slots, I am not in disagreement, I am simply meaning eventually the Group Gatestone is able to be done by Bound Runes within your Inventory, thus permitting you Teleport without the Group Gatestone at Home, and additionally Prayer Alters are idealistically more beneficial throughout the Dungeon, rather then returning to home port, this doesn't mean it doesn't have its niche uses for it though.

ripe dagger
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Once you complete daemonheim area tasks, you don't even need to bind runes, you are provided with a fair amount from the get go, not to mention access to a third gatestone that's free to make and i think use too

ripe dagger
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Also it looks great 😎

small hound
small hound
small hound
ripe dagger
# small hound thanks πŸ™‚

That was in reference to the dungeoneering skillcape, for clarification πŸ˜‹ but yes, skillcapes provide stat bonuses for all combat styles in the shape of like a 31 damage bonus

small hound
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And nice, thanks for this additional info!

small hound
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bump

small hound
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new month, new bump

small hound
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I edited my #13 point a bit to reflect the news about TH being removed and the list of confirmed things that will definitely no longer be available in the game. I kept silverhawks and D&D because it seems like there may bea chance they will remain in the game.

small hound
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bump

merry crater
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Also remove the prayer altar cap and/or make left click quick-restore on prayer altars. It made sense to soft-limit (since you can make restore potions) prayer points pre-EoC when protection prayers gave 100% immunity, but it’s been 12 years since then and they still haven’t changed this.

cerulean aspen
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Speaking of no longer relevant Dungeoneering features, I don't think every enemy needs to drop food anymore. We have Regenerate to maintain your health after fights, we don't also need three fish after every enemy. It just devalues fishing and cooking in Heim.

merry crater
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I personally like the dropping food as it lets me use my stalled adrenaline (infernal puzzle box) to start each room with threshold abilities instead of spending on Regenerate.

small hound
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I do personally like the dropping food as well.

sweet widget
merry totem
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Hello, I was looking for a thread that had some discussion about 'Dungeons of Daemonheim'. I think with current RuneScape direction, some attention should be given to the original Dungeoneering floors. For example, some items after the introduction of Evolution of Combat had lost their use, e.g. magical and celestial surgeboxes. They give unlimited air runes, but the crafted staves already grant such bonuses. Looking into boss rebalance would also contribute to a better experience. Maybe developers could look into it some time or think for a better alternative for the future of 'Dungeons of Daemonheim'. Thanks for reading.

small hound
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causally bumpin gthis

small hound
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bump