r/runescape

Dungeoneering Remastered – Ongoing Feedback & Updates

We’ve been following your feedback closely since launch and wanted to share a quick update on what we’re seeing, what we’re investigating, and what we’re already acting on.

XP Balancing
Thanks for your feedback on XP rates.
Right now, XP is coming in faster than intended, largely because the most efficient approach is to rush straight to the boss and complete the dungeon as quickly as possible.
We’re looking to rebalance how XP is distributed so that more of it comes from fully exploring a dungeon, rather than only following the critical path.
The intention isn’t to reduce the total amount of XP available, but to shift more of it into bonus rooms and optional exploration, so taking the time to clear and explore feels more rewarding.

Mob & Boss Balancing
We’ve seen a lot of feedback that mobs and bosses are feeling weaker than expected.
We’re currently investigating this, as it looks like some enemies may be spawning at lower levels than intended. Once we’ve confirmed the cause, we’ll look at making the right adjustments.

Ammo Binding
We know the current single ammo bind slot feels restrictive, especially when choosing between Necromancy and Ranged setups.
We’re discussing a few options here, including potentially increasing the number of ammo bind slots, as well as improving the experience around creating runes and ectoplasm inside Daemonheim.

Quick Note
Just to set expectations, this is a snapshot of the feedback we’re actively discussing right now. It doesn’t mean every point listed here will result in a change, as some may not be feasible or may not align with the long-term design direction of DG. But we’ll keep you updated as things land.

Some of these changes are already in progress, while others will take a bit more time to investigate and implement.
We’re aiming to get updates out as soon as they’re ready. If something doesn’t make it into Monday’s update, it’s likely to follow in the weeks shortly after.

Hotfixes
We’ve already rolled out a number of fixes based on your reports:

  • Players affected by the Ring of Kinship Necromancy passive reset issue have now had refunds manually added
  • Fixed an issue where runes could not be bound inside Dungeoneering
  • Fixed an issue in the flower roots puzzle where small plants could continue cycling colours after the large plant had been uprooted
  • Fixed an issue with the coloured ferret puzzle where some rooms weren’t completing properly
  • Fixed issues with the coloured bookcase puzzle, including rooms not unlocking correctly
  • Fixed an issue where the 'Kinprovements' achievement could not be completed

Feedback We’re Monitoring
Here are some of the areas we’re continuing to watch closely and discuss internally:

  • Warped stone only dropping for players who damage the boss
  • Highlighting rooms on the map for keys you own
  • Lower-level players being blocked by puzzle requirements
  • Dual-wield Ruinous weapons requiring 2 warped stones
  • Ability to move the Dungeoneering map in edit mode
  • Gatestone icons overriding start and boss room icons
  • Adding a ‘fully upgrade’ option for Ring of Kinship classes
  • Marmaros’s name visibility before being discovered in the lore
  • Non-group ironmen cannot share puzzle items with others

Bugs We’re Investigating
We’re also actively investigating the following issues:

  • Certain Fremennik scout puzzle rooms being incompletable due to unreachable fish crates
  • Goblin tech tree balance issues
  • Blood necklaces missing accuracy stats
  • Incorrect Herblore skillguide ingredients for Necromancy potions
  • Astea Frostweb model issues
  • Complexity resetting to high each floor after selecting low complexity
  • Frozen floors containing incorrect slidey tiles
  • Text being cut off in Saga select and Ring of Kinship interfaces
  • Ring of Kinship upgrade bar display issues
  • Floor buffs resetting based on deepest accessed floor instead of available floor
  • Eddy pet override missing killcount on examine
  • Ectoplasm appearing greyed out with a Deathwarden Nexus equipped
  • Poor visibility in the fishing ferret puzzle on minimum graphics
  • Inability to teleport out of the Luminescent icefiend room
  • Smuggler being unreachable in the Plane-freezer boss room
  • Broadcasts stacking while the Ring of Kinship interface is open
  • Bound magical blast box missing accuracy
reddit.com
u/jagexyuey — 6 hours ago
▲ 1.9k r/runescape

Suggestion: Add a barrows tunnel section to the Mega-Mole fight

u/Poisky — 2 days ago
▲ 647 r/runescape

Suggestion: Giant Mole is Free

So many of these suggestions keep the poor Giant Mole trapped underground, in increasingly complex tunnel systems and labyrinths. Now, my suggestion is simple. Giant Mole should be allowed to roam above ground in Falador freely, equipped with Radical Sunglasses so she can enjoy the view without harm to her mole vision. When encountered above ground, Giant Mole will not fight you, she will just ask you to be her tour guide. She may burrow randomly during the tour.

u/Theron_Rothos — 17 hours ago
▲ 235 r/runescape

Dungeoneering Remastered: Dive in Today!

Dungeoneering Remastered is now live! Let's dive back into Daemonheim! ⚔️

From refreshed visuals and reworked progression to Necromancy integration, new rewards and huge quality of life improvements, this is one of the biggest updates the skill has ever seen!

Index:

Community Topics:

  • This week we'll be primarily focusing on the launch of Dungeoneering, including a livestream Dungeoneering event with Mod's Yuey, Mod Luma, Mod Reaper and community members. 
    • This will take place on Thursday, May 14th - 16:00 server time on our Twitch Channel. Alternatively, do join us in-game at the same time: World 77 - Daemonheim. See you there!
  • We're also planning to share a one-stop-shop blog on what's releasing on the marketplace, as well as looking for some of your thoughts on cosmetic related questions. We're aiming to share this blog on Tuesday.

In Case You Missed It:

  • Last week we kicked off our Player Avatar Beta. This is running through till tomorrow, so make sure to jump in if you haven't already! We'll share some more news about the Player Avatar next week (week of the 18th).
  • We also shared insights into the Performance Investigation and the fixes we undertook earlier this year. This is a tech-heavy blog, but it does provide an under-the-hood look at some of the inner workings!

JMod Replies on discussions worth highlighting or not covered above:

--------------------------------------------------------------------------------------------------------------------------

Hotfixes

Hotfixed:
• Players affected by the Ring of Kinship Necromancy passive reset issue have now had refunds manually added.
• Fixed an issue where runes could not be bound inside Dungeoneering.
• Fixed an issue in the flower roots puzzle where small plants could continue cycling colours after the large plant had been uprooted.
• The Kinprovements achievement has now been hotfixed.

Known Issue:
• The “black room” issue. This appears to be client-related and we’re still narrowing down the cause. If you’ve experienced this and have any additional information, please send it our way.
• Other puzzle room issues, including coloured ferrets and coloured bookcases.

Thanks again for all the reports and clips so far. They’ve been a huge help!

secure.runescape.com
u/jagexyuey — 2 days ago
▲ 907 r/runescape

Suggestion: Add the underground pass to each of the 4 tunnels & Sliskes labyrinth to all of the barrows rooms

Original seems too easy

u/bruxyyy — 2 days ago

Monthly Marketplace: Powers of the Occult

Hey 'Scapers! 

For those interested in Cosmetics, we're launching this one stop shop monthly series to give you all the info on recent and upcoming releases in the Marketplace!

Today we wanted to:

Get involved!

Our plans for the Marketplace are that it should be broadly relevant to the content releasing at the time. For example, the Powers of the Occult pack that released this week is meant to sit alongside this week's Dungeoneering update. 

However, there may be times where a marketplace drop may not have an accompanying game update that it is tied to. These drops give us an opportunity to step away from the immediately relevant content and work on something a little more thematic! Importantly, we want to ensure that we are continually improving the detail and quality of these special outfits to make them feel more worthwhile.

For example, a few weeks ago, we released the Sandwich Lady bundle - this was the first step towards thinking about how we could bring back some of the more iconic character looks of RuneScape history that may not be present within the game anymore. 

However, before we progress much further down that route, we wanted to check in the community and ask you:

  • What have been your favourite cosmetic outfits or overrides that that have come through the marketplace in recent years? (e.g. Solite or Lunar Armour)
  • What are some examples of new cosmetic outfits or overrides that you would love to see on the marketplace and that you would consider acquiring yourself? 
  • Are there certain characters or character outfits that you'd love to see? (e.g. Sandwich Lady)
  • Are there certain themes that you'd love to see? (e.g. a Prifddinas theme)
  • Conversely, its important to also hear which outfits you feel very strongly about that should not appear as cosmetics in the game. Understanding this will help ensure that our guardrails for cosmetics match those that the community feels most strongly about.

 

Gaining insight on the above questions will help ensure that the marketplace continues to develop cosmetics and overrides that you agree fit well into RuneScape and that you also consider valuable. 

For the rest of the Marketplace information, please visit todays blog!

Dungeoneering

Finally, while we have released todays topic as per our schedule, we do know that the Dungeoneering Remaster still remains at the forefront of everyone's focus, including ours! With that in mind, you can look forward to us sharing our thoughts for what we're considering with regards to XP, boss health, ammo binding (plus a full list of bugs/other feedback we have) tomorrow.

secure.runescape.com
u/JagexAnvil — 1 day ago
▲ 1.5k r/runescape

This guy is botting 100%

Been Wc ivys and watching his movement. He goes around of east varrock and comes to chop this tree. Every single movement exactly same and precise. No way that it is result of human interaction. He is botting 100%.

There is also some kind of loophole that he cannot be reported because it says: ”He’s mastered many skills of Runescape”. His pet also changes every like 30seconds. So he is maxed.

Why would he bot and what is he doing going this loop over and over. He hops on worlds 84,12,2, all the popular ones. Everyday he is there.

u/New-Hold-9680 — 5 days 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
▲ 610 r/runescape

Daemonheim is getting a huge refresh on the 11th May across gameplay, balancing, rewards, visuals, and more!

Here’s some of what’s coming:

  • Rebalanced floor XP and massively increased token gains
  • Prestige replaced with a brand new floor buff system
  • Full Necromancy integration, including new gear, rituals and Ring of Kinship classes
  • New Ruinous T90 weapons with Warpbane effects
  • Huge quality of life improvements across floors, puzzles and bosses
  • Smuggler’s Storage and expanded binds
  • Full speedrunning support arriving May 18

We’ve also teamed up with Rheyo for an early hands-on look at the remaster, where he dives into the changes, rewards and new additions coming to Daemonheim.

Watch Rheyo’s preview here: https://youtu.be/CTGMwa3cQ_A

u/jagexyuey — 6 days ago
▲ 185 r/runescape

Bring Full 1-Keybind Gear and Main/Off Hand In-Game

Runescape seems to be leaning more and more into timer achievements, we have timers for kill speeds, big game hunter, thieving, and next week will be dungeoneering. Gear and weapon swaps were a fun or nice thing to have prior to combat achievements, but with the release of them, it changed the importance of fast style swapping. Particularly important for Grandmaster kill timers, swapping styles is part of many of the grandmaster speed kill guides on PVME. Watching the attached videos to the hybrid guides, nearly all of them, full gear is swapped within a fraction of tick (7-8 keys, including the prayers). If you watch some of these high level enrage guides, world record kill, or speed kill videos it's the same story. Whatever ways they are achieving these gear swaps so fast I find irrelevant as it seems to be more and more accepted, part of the game, and future of RS PvM. I do not want to belittle the speed kills where this most common, clearly they have put an enormous amount of effort, strategy, time and attempts into it leaving many of mind-blogged. However, for those do not have this type of equipment, keyboards, mouses...etc. this where it gets a bit frustrating, especially group GM timers.

A few ideas:

  1. Allow us to keybind all armor as one keybind, duel wield weapons has a second.

I feel like this would be a massive QoL to the game. Lastly, it would be really nice to be able to bind target cycle with an ability.

u/w3rlost — 1 day 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
▲ 789 r/runescape

Suggestion: Put the Giant Mole Lair in Sliske's Labyrinth

Just makes sense at this point.

u/paddy4530 — 2 days ago
▲ 343 r/runescape

Starting an Ironman Made Me Realize How Good RS3 Actually Is

Very recently, I made a post here asking for the community’s opinion on whether I should make a main account or an Ironman account. Since maxing my main and not really feeling the grind toward 120s, I decided to jump in and make an Ironman based on the feedback, and I have to say, I’m loving it so far.

What really stands out immediately is just how f’ing good the Mining & Smithing rework is for this game. Compared to OSRS, where Smithing is basically pointless for most of the game, since you need 99 just to make a rune platebody, RS3’s progression feels so much more natural and smooth. It’s great to know that you can actually acquire some very good armour throughout the whole game, from early to mid to endgame, just by using the skills you train.

Since I’ve also been an endgame player in RuneScape for a very, very long time, it’s such a breath of fresh air to do all the new early to midgame content this game has to offer. It’s stuff I would not even consider doing on my main.

On top of that, with the removal of TH, the ability to use the classic UI layout, the toggle for cosmetics, the upcoming player avatar update, and so much more, I’m genuinely hyped for this game again.

The more I play, the more I wonder why RS3 is so much less popular than OSRS. Of course, the game needs time to heal, and a lot of damage has been done. But at its core, this is an awesome game, with so many QoL updates that OSRS does not have. It makes RS3 a very pleasant and cosy game to play, whether you’re actively playing or just AFKing.

To wrap this up, I just want to say that I really hope this game gets an influx of new players soon. The Road to Restoration will help with that massively, but I also think Jagex needs to focus on making the early game a little clearer. I can completely understand how overwhelming this game can be for newcomers.

Anyway, I’m sure they’ll figure it out. I’m really looking forward to what the future holds for this game.

reddit.com
u/callofdoodie97 — 3 days ago
▲ 596 r/runescape

Suggestion: screw it, the mole can now burrow all the way into OSRS Gielinor. Good luck.

u/Aegon95 — 2 days ago
▲ 105 r/runescape

The gorajo hoardstalker resource dungeon is completely worthless now

It's a level 95 dungeoneering unlock and the only benefit it has is the single bloodwood tree

The AL kharid hidden mine resource dungeon is level 75 and has way more than the 95 dungeon the implings aren't even unique to the 95 dungeon since the 75 one does the same minus the off chance at a crystal impling

Did they seriously not think removing the divine locations from there and the cards would kill that resource dungeon completely?

reddit.com
u/TerriblePen3688 — 11 hours ago