u/Kilsaa

Dungeoneering Reward Space Improvements: Resource Dungeons

tldr; Resource Dungeons are a cool reward yet are mostly sort of dead content outside of a few ironman specific things.

Some suggestions to give them some juice and make them feel like worthwhile unlocks during an accounts progression.

Suggestions

  • All resources gathered inside of Resource Dungeons are automatically banked (porter effect)
  • Mining/Woodcutting nodes inside of Resource Dungeons provide 25% more experience.
  • All monsters killed inside of Resource Dungeons provide double combat EXP
  • Significantly increase the number of monsters in each resource dungeon so that they are viable methods for training combat stats.
  • Celestial Dragons Changes
    • Dragon Rider Drops Changed from 1/5120 -> 1/512 (1/102 per piece)
    • Dragon Rider Set given an effect
      • Per piece worn increases the effectiveness of prayer potions, and prayer renewal potions, by 20%,
  • Frost Dragon Changes
    • Frost Dragon HP Increased from 8500 -> 30000
    • Frost Dragon Bones EXP increased from 180 -> 720
  • Kal'gerion Demon Changes
    • Defence Level Lowered 90 -> 70
  • Gorajo Hoardstalker Dungeon Changes
    • The bloodwood tree inside this dungeon lasts twice the length as other bloodwood.
  • Edimmu Resource Dungeon
    • Level requirement lowered from 115 -> 105

Also open for suggestions to chuck in here. Just want to breathe some life into some dead content.

reddit.com
u/Kilsaa — 10 hours ago
▲ 185 r/runescape

List of balance/design issues with the new Dungeoneering update

Firstly just want to say that yesterdays update was great and has really breathed a lot of life back into Dungeoneering.

There are just some areas which very clearly should be polished/improved.

Feedback

  • Boss HP is far too low. Bosses die in 2-3 abilities.
  • Fixing skill doors to work at all levels was a great change. Puzzle rooms should get the exact same treatment. Hard skill locks are not enjoyable.
  • Completing every room in a dungeon doesn't feel even close to rewarding enough.
    • This was something highlighted in the blog that you'd be addressing "we want players to explore", however completing a full dungeon vs leaving rooms unexplored amounts to roughly a 2-3% exp increase.
      • If you want to encourage players to complete full dungeons, this exp boost needs to be WAY WAY WAY WAY bigger. Im talking like double exp for a full completion
  • Solo exp rates need a lot of juice.
    • They do not need to be better than 5 mans, but equally they should not be so far away. The gap is huge right now.
  • Doors are kind of hard to see on warped floors.
  • We should be able to rearrange bound items in the bound setup.
  • In the blog you mention that the critical path will be more obvious... What about it is more obvious?
  • I believe that warped stones only have a chance at dropping for players who damage the final boss? This is bad as in larger dungeons, players frequently will be on other sides of the map when a boss room is discovered, often leading to only some of the party damaging the boss.
    • Warped stone should have a chance at being dropped for everybody in the party.
  • Low complexity seems far too good for exp?
  • The ruinous weapon effect is not great. It turns the pinnacle of dungeoneering rewards into glorified niche slayer sticks.
    • Could the effect be changed to intsead boost Ruinous weapon damage to T100 inside of Elite Dungeons?
      • This better serves mid game players making the jump into endgame PVM by providing an attainable stepping stone pre-legendary weapon.
  • The Dungeoneering Reward Necklaces have the exact same accuracy bonus as a stalker charm, a considerably lower tier amulet.
    • Buff the accuracy on these amulets to 150-200. This would be very beneficial for mid game players.
    • The Blood variants of these necklaces are currently bugged and don't actually have the accuracy stat.
  • Ruinous weapons should be 200k cheaper (100k for dual wield) but require a chaotic to create.
    • This is because, as it currently stands, buying a chaotic as a player looking to progress their weapon would be actively griefing yourself, as you're going to be destroying it and losing half your tokens once you have a ruinous item. tldr; ITS COUNTERINTUITIVE.
    • If this were to happen, Ruinous Longswords, Claws, and Spear need to be added, as there would be no logical reason for anybody to obtain the chaotic variants of these weapons, on grounds you cannot upgrade them.

Suggestions

  • Monsters/Bosses inside DH should reward significantly boosted combat exp
    • This gives players the ability to get stuck into dungeoneering & progress their combat stats at the same time. Currently, your combat stats level VERY slowly compared to the rate your dungeoneering level increases. IE currently you unlock chaotics around level 40-50 combat stats. I should be getting to 70 DG around level 60-70 in my combat stats.
  • Chaotics should only require level 70 in combat stats to wield, but retain their T80 Damage/Accuracy Bonuses.
  • Hard Mode should be accessible to everyone and not just a reward from the elite diary.
  • Hard Mode should reward better exp than regular mode
  • Hard Mode should have better drop rates for warped gems than regular mode
reddit.com
u/Kilsaa — 1 day ago
▲ 812 r/runescape

Remove the walls in the Giant Mole boss fight

Mole can still burrow around the room like he currently does. No mechanics about the fight need to change.

This would essentially just allow us to utilize our movement abilities (Surge/Dive/Escape) to make the fight feel a lot less tedious.

u/Kilsaa — 4 days ago

To add some spice into midgame progression, and give players a way to obtain some of the most iconic armor the games ever had.

Void Knight Quest series should reward void robes + the void knight robe upgrades:

  • A Void Dance quest now rewards regular base void, reclaimable
  • The Void Stares Back quest now rewards ability to upgrade/reclaim elite void knight top/bottoms
  • Ability to upgrade your void knight equipment to superior added as a reward to the shattered worlds shop.

I'd rather these rewards be obtainable and usable by players than left to rot in the shop of what will realistically always be a dead minigame.

edit:

Please also bring back the retro look of void.

reddit.com
u/Kilsaa — 14 days ago