Proposal:
- In Daemonheim (etc), Effective Skill Levels are the greater of Dungeoneering skill level or actual skill level for all skills (both combat and non-combat). For example, if your Attack is L50, Ranged L1, and Dungeoneering L20, then Attack remains L50 effective but Ranged becomes L20 effective
- "Skilling" in Daemonheim only awards Dungeoneering XP (while directly benefiting from Dungeoneering level, eg. L1 Herblore becomes L20 Effective to match L20 Dungeoneering)
Goals:
- Players with low Dungeoneering skill still benefit from actual skills in Daemonheim if greater
- Allow Daemonheim players to alternate and enjoy different combat styles (+ supporting skills) without being limited by lower actual skill levels
- Isolating skills in Daemonheim vs Core Gameplay makes it easier to balance skill progression and content for each in isolation
- Deter use of Dungeoneering for powerleveling skills difficult to advance in core gameplay (eg. Herblore, Fletching, etc)
- Core gameplay can more easily be rebalanced for better skill progression for which Daemonheim was previously used
- Enemy levels/difficulty can scale more consistently against effective skills (greater than or equal to Dungeoneering level)/available gear instead of having a wide range of enemy levels like L1-L70 enemies and a L10 boss in a dungeon. For example, a player with L50 Dungeoneering might encounter L30-L80 monsters and bosses instead
Impact:
- Effective skills will NOT decrease as a result of this proposal, but instead will either stay the same or improve across all skills
- Dungeoneering XP gain will need to be rebalanced to reflect gain from non-combat skilling
- Item unlock levels (eg. potions) would rebalance. Gameplay orients around how/when items are used rather than ability to have them (scarcity)
- Retains the value of lower level content and equipment in core gameplay for players who actively Dungeoneer since their skills will not actually increase from Dungeoneering