I'm quoting others with the "remove it" in the thumbnail. As mentioned near the end of the video, I do see value in polishing the skill (although not years of resources for a full rework).
Honestly, I think no amount of polish would fix it. It would need an overall total overhaul. The 'pool' you does not actually give any kind of answer why people dislike it. If the 'skill' itself would be fun, people would not have problem interacting,doing it without getting the most XP reward. They hate the skill so they more bothered that you also need to waste time getting people to skip through it the fastest. ( Meanwhile party making in runescape is garbage also does not help) The skill itself is a design failure if you ask me. It has no 'individuality'. It just feels like they smashed together multiple skills with a minigame. Meanwhile people in MMO like having powercreep. Feeling powerful. Disregarding their progress by using separate gearing in the skill itself another shoot in the foot. Item bloat with the new 'sets' and 'weapons'. Meanwhile you have presets which make gearing up entirely meaningless so 90% of time you disregard any WC/fishing,preparation on floor. You just puzzle running,getting keys then kill boss which your gear you have from start. So why is farming,potion making....etc, all skills in the floor? Just another bloat which makes it more empty of a shell and identity. TLDR: Duneoneering is a design failure, content designer had no clear 'vision' for skill identity. Just ended up as a hodgepodge of activities. Sorry for rant. Love ur vids. Thanks for hardwork as always!
That's how I played it when it first came out, like it was a stand alone separate game, now I'm sticking my lamps into it after getting 99 prayer and agility
I finished 120 dungeoneering in 2013, and it was some of the most fun I've had. That said, I had a group of irl and in-game friends going for 120 at the same time to do it with. That definitely played a large role in the skill being enjoyable.
Runescape is really fun if you have an active community. If you can get a big enough group, all the mini games could be fun but pugs only want the donut at the finish line.
As someone who has no friends who play the game, doing it solo even to 99 is so boring. It's not afk enough to just do while I'm doing other stuff, but isn't fun enough like bossing to feel rewarding. It's just in that tedious middle zone.
Dungeoneering right after it came out was incredible. The floors were hard, lasted long-ish, required preparation and skill, it was genuinely engaging and fun
They should add a group finder and remove the penalty on experience gain if you don't have an "open" floor those two things alone could bring more people to the skill
Just in case you didn't know(like everyone else ever), dungeoneering is available in the grouping system ;) Also you dont have to do specifically a floor you haven't done yet, you can do any floor of the same theme as long as you have anything in that theme available. If you only have floor 37(occult) open and do floor 46(also occult) it will give you full xp.
If they just put time into fixing a lot of what players have been complaining about for decades, that'd be a great start. As far as group issues, they could do something like Arch did with research. Do tasks or reach milestones in game to get NPCs to go with you in a DG group. This eliminates the requirement to need to interact with other players while making ~half the floor AFK.
I enjoy dungeoneering, I think the aspect of encouraging players to use the skills at their disposal in a compact area is a great concept and I’ve had a lot of fun with others there as it’s one of the few pieces of content you can do with additional players early game
i love dg's concept, the vibe and running through the floors i find fun. i did 200m during fsw all solo so i am a little biased but i think this helped making me enjoy it too. people dont want to form a whole party just to do the skill and solo is bad xp for the amount of effort. higher xp for solos i think is all we really have to do instead of a rework.
the fact that you have to rush early floors just to reach higher once for good exp is awful concept. You shouldnt have to replay those useless dungeons
@@MrFearlesskiller I agree with you. Plus when you’re under lvl 80 it’s such a slow grind. However in terms for those that can reach Higher Warped - You can make enough tokens to skip the first 29/30 floors every full reset with some left over. If you dont really need the tokens for anything else, then it was a good way to go. I say was because I’m referring to 5-man dungeons. I never did like the idea of soloing.
@@MrFearlesskiller yeah 100% ocmpletely forgot to mention that, thats honestly a big boon on xp an hour when youre doing crap floors again just to get to the good ones
I think the problem isn’t actually having to rely on other players but the prestige system. If we could just group up and run nonstop without worrying about our floors aligning for the highest rates im certain more people would engage with it.
Elite dungeons are what I and many people wanted when it came to dungeoneering. I even talked to my friends, back in the day how dungeoneering was disappointing. We wanted just normal dungeons where you run through, clear trash, and have a couple mid bosses, and then the big boss at the end. My issue with what we got is the need to run around a bunch of rooms, make some gear, pick up a bunch of keys, all while solving a bunch of tedious puzzles, and slow killing mobs with crap gear, to finally get to a boss that is meh, and done. What they have now with elite Dungeons, is sort of what they should of had for Dungeoneering, just instead make them smaller, with simple bosses, and give some nice rewards for completing them. That is another issue with dungeoneering. While I don't think the bosses need to drop anything like BiS gear, give things like resources, like herbs, ores, seeds... Any items you will need to level other skills for bossing. I like the items you unlock with points, but once you have the good items, you get left with a ton of points you don't really need. Also, just let us use our own gear. Maybe make it so you can make the dungeon sets outside of the dungeons, and can wear them any time you do the dungeon. I know they let you lock in a gear set, but remove that entirely, and just let people wear any of the dungeon sets. Remove all the skilling stuff, it's just a waste of time. Remove all the key searching, it just makes things way to confusing, and make the dungeons more streamlined. If you could find the boss without the tedious running around, I feel it would of been a much better skill.
I think dungeoneering still has potential to be great today. The main issue is that over the past decade, jagex almost completely forgot about it. EDs and The Hole are just objectively more exciting. Then sinkholes just exist.
The expansion needs to come from content, not levels. I've always been of the opinion that Arch should have been an elite skill because of the insane amount of content within it, similar to invention. If we just extend yet more skills from 99 to 120 without any significant content release, there's no point to it. @@coverstream9951
As a person who adores the skill, I've gotten it 99 and up to 115 on two different ironmen before the group update and honestly didn't mind the grind, I have to say that it is the ONLY skill in the game up to now where I have to log in with the idea that I am going to grind it, unlike other skills which can just come up as an idea mid way through the day and do it, dungeoneering takes a lot of focus, at least for me, to be efficient and feel like I am getting good rates
what was your tactic for floors? did you rush small c6 floors until you had 10 left and then did those last 10 as large c6? I'm trying to train DG on my iron right now.
@@zachfleet8437 basically once I have occult unlocked, I just speedrun smalls until occult then all those until my highest I do large C6, before then I would do majority mediums depending if I had time and energy to spare. Mobile relic power and dive helps a lot a lot, if you have invention I’d recommend saving 200k for the elite outfit since as long as you do floors you’ll get the outfit relatively painlessly. The boosts and door skips can help, especially with slow puzzle rooms, hope this helps 👍
People say dungeoneering was fun but it wasn't because the first 20-30 floors or something you would tier 1 easiest difficulty rush to skip in order to do the last like 5 highest floors you could possibly do legit for the best exp and token rates. It was such a chore and lots of the bosses took too long to do until you got the hexhunter bow or whatever that thing was from the eye gazer that needed like 99 slayer to kill which back then nobody really had. Also the worst was when you would lose connection to your internet (which IMO was common back in the day because tech was NOT as advanced or reliable as it is today) and your progress would get wiped as a solo player and even as a team player at times. If the boss room got found early, you're shit out of luck and couldn't rejoin. Rejoining also wasn't a feature until WAY later after Dungeoneering had been released so it was just a unpolished pain altogether. Many times you had impossible room paths too because you couldn't get past a lvl 105 door or something because you didn't get an herb for a drop or secondary or something and so you couldn't boost to get past the door. If you did, it was at some really obscure spot in the map and you might get only 1 boost which some dumb fuck accidently drinks then completely kills off the bonus path altogether
I'll take a stab at it: The entire skill should pivot to resource dungeons being mini raids, clearing waves of monsters and at the end getting a reward (some dungeons will have resource rewards others items, tokens etc). Dominheime can maybe be a hub to quick access dungeons you have cleared maybe group raid higher enraged versions. Resource Dungeons in ports will be procedural generated on islands, rewards could be chests filled with chimes, arc resource, ports armor mats (chi, plate etc) Reward shop could behave like the traveling merchant whose shop is updated to stay relevant.
As an aside on people not liking training Dungeoneering, I have seen several people get high levels and even 120s using nothing but The Hole at the beach event. There's a reason The Hole is a popular meme on various social media platforms; people REALLY don't like training this skill.
while training necromancy the other day, people were at the ritual site talking about dungeoneering and someone said "the only time I train dung is when the beach event is on" and if that doesn't tell you how tedious and boring the skill is they'd rather wait for a once a year event to train the skill idk what will
I absolutely love dungeoneering, it is and always will be my favorite skill in the game, has been since 2010. I also think the reason why I grew to love it so much was because I did it a lot BEFORE the game got into this easy state where everyone gets 99s in a week and everyone's rich and decked out in T70 gear or higher. Back in the day, me and my friends used to spend so much time in the dungeons training other skills. It's how we got to 99 smithing essentially for free, in a time before the rework when smithing was stupidly expensive and almost nobody had the patience to gather the materials for it through mining. Not to mention getting to 80-ish in combat skills and having high level gear there that I was too poor to afford outside of Daemonheim which felt so cool to have. I love the atmosphere, the lore, the puzzles, the bosses, the ambience osts(especially in the frozen floors), and I love the new things it introduced and all of the materials you could gather and the skills you could train there, so much cool content to explore. It was an iconic skill and to this day I still do dungeons just because I like to do them, I do them all basically on autopilot at this point since I'm so used to doing them. Its skillcape is also my favorite one, I find myself using its teleports many times to get around the world daily, and having access to the frost dragon dungeon was how I was able to sustain my membership without spending money back when bonds were ~10m and frost dragon bones were like 12k. The value we were able to get out of the skill was very significant. It's a shame that newer players get into the game and their first impression of dungeoneering from talking to others is that it's a boring outdated skill that does little more than give you access to niche resource areas and some quests. I hope Jagex can do something to bring it up to today's standards and give current players reasons to actually bother go dungeoneering, to give the skill the impact that it was originally intended to have(and by this I don't mean make it so that people can easily 120 it AFK while tabbed out watching videos on youtube like with other easyscape skills, there are skills that are okay like that, such as gathering skills, but dungeoneering is supposed to be something active, a minigame of sorts and exploring a new world if you will, we shouldn't expect it to be trained like fishing or woodcutting, make it an actual achievement that took more effort than the occasional click every few minutes but a worthwile one that rewards people for the effort and time they spent mastering it). I do believe there's a threshold in making things easier and more AFK for players where it gets to the point that players cease cherishing things and the achievements that come with said things start losing their shine, not to mention how lazy they start becoming to the point where they start wanting EVERYTHING to be AFK. We need less participation-trophy-tier content.
Boost rewards for solo larger floors, adjust blink, maybe decrease the plant cycle length. It's mostly the rewards after maxing that are lacking tho, if you don't care about the dung exp. Potion recipes you'll never use, weapons you can get through microtransactions (slightly better since you can destroy and reclaim them). I have hopes for the arch update, but otherwise I think I'm done with the skill
Those recipes are the best unlocks dung has to offer. Holyaggro overloads for slayer, and elder salves for pvm. Looks like you’re using slayer dummies and not doing pvm lol.
Requiring specific floor #s to be completed is ridiculous. Should just be "complete X number of Warped/whichever floors" per floor type. Would make it so much easier to group up.. and yet still super hard. Should increase solo XP rates so that they are the same regardless of group size. Want to encourage group play? Increase tokens or some add some other kind of reward. Nothing super overpowered because then it's just FOMO frustration, but enough to make it worth it if you happen to know others that want to join. That said, make the Dung Hole permanent. Even if you want to cap the daily XP like Guthixian Caches. Or just make the AFK XP rates comparable to AFK rates in other skills. Not only is it the least AFK skill in the game, but it's also the worst (IMO) meta active training method in the game.
Dungeoneering will forever remain my favorite skill and one of the main reasons I don't play oldschool. I don't think a skill this active, fun and group orientated will ever be released again, so it's an easy to say it will forever remain the best imo. Puzzles, a win. Fast combat, a win. Managing resets/rushes, while slow it adds strategic play, so a win along with gatestone management. The only thing dungeoneering needs is higher hp bosses.
@@olejakobaune8033 It has puzzles, lore books to read, it's active and has combat, which is very underrated these days. All the most positive aspects you could ask for, along with group play being rewarded in an MMO, go figure.
At this point, all I want is for alt1 features (dgkey) to be base game, and for a way to block 1 boss per floor type, and for bosses to have higher hp (maybe increase floor xp by 10% if that one rolls out)
The bosses FEEL weak coz they were designed 14 years ago ... power creep has changed the game for old content! Alt1 100% should be intergrated into the skill UI.
The 2 bosses who have been "rebalanced" are basically avoided at all costs now by active dgers, blink had 500k hp but is still just as easy as he was before if you just know how to deal with him. Kalger just became a snoozefest because you have to now deal 500k+ damage on a monster with a damage cap of 2.5k, if that was literally any monster outside of dg everyone would despise it. 10% more xp would not balance out xp rates, as shown by kalger now often taking up to 5 minutes to kill, while the rest of the floor takes less than 10 minutes for any semi capable 5 man team.
@@putcandy0 i'm not asking for a 5 minute fight, I should want to kill bosses in say, 1 minute. A minute of solid damage dealing, depending on your stats. I'm bored of 1/2 shotting bosses. Or at least enough so that putting down a sunshine is actually worth doing. One "moment of power"'s worth of hp
@@nickman287 whilst i do agree that bosses in dg don't much feel like bosses, i don't think goving them more health is the right solution. That's akin to saying kbd is too easy, lets give it 800k hp instead of the 50k it has. (Kalger went from 37k ho to 550k). Sidenote: in dg it would almost never be optimal to use sunshine specifically for a few reasons. The main one being ranged is superior to mage because of the ring giving a flat damage increase to range when upgraded so swiftness would take priority. The second being there is no adrenaline potion so it is impossible to do multiple wild magics. And third, you could instead use: shadow tendrils>snapshot>rapidfire>wildmagic>dbreath>grico or corruption shot>asphyx>chaos roar>limitless sigil hurricane or assailt. Now of course that rotation doesn't work on every boss because some of them are immune to styles but there is effectively no drawback to tribridding in dg.
I used to love doing dungeoneering at the release actually, i loved every minute spent there, but nowadays everyone just wants max efficiency... Remember doing 1 hour long large floors...preparing for bosses and other things. Now it's dead the same as all of the rest of the minigames there are in Runescape
People want everything to make them rich in the shortest amount of time possible with the least amount of socialization and group content and they want the prestige of a 99/120 without the hard work, it's a sad state of affairs in comparison to how things were some 14 years ago when DG released. Be it with friends or solo, I love DG, even when the XP rates were horrendous in solo, the sensation and pride of getting a 99 before 99s became easy to get let alone 120 was out of this world
For me as a casual player is really hard to train this for three reasons, 1. Learning all the mechanics takes ages - or I have to keep relearning them, 2. I don't really have ppl to do this with, 3. Since I play mostly casually doing this in short bursts - especially given point 1 makes this very annoying & time consuming to train, unfortunately.
It took me until the end of 2023 to hit 120 dungeoneering. How? Through lamps, and dung hole. I've probably played the 'real dungeoneering' less than a handful of times. Lol. Definitely not my favorite skill.
Nowadays I am only using lamps on dung, just because I don't feel like training the skill (like we're supposed to do). Hopefully they add the arch dig site there. I love archaeology. It would also be cool if they added a Seren dig site in Tarddiad.
I've said this before and i'll say it again. All they have to do is release t90+ dung gear into the main world, have it act like wildy gear where it degrades to dust upon loosing all charges. While also not being augmentable but still tradeable if not used. This while offering a set of gear for each style that could be augmented/repaired, offering dual wield and 2h options and would drop at random from doing dung, this gear set would be tradeable too. The set would scale to player level and cap at 99 but offer no set bonus (instead you would be allowed to pick power or tank style). Further down the road they could adjust dung with 120 combat skills and release new tiers, make new sets of dung equipment to go after to further expand the skill and give reason to play it. My biggest issue with the skills is lack of rewards and annoying floors with a bad combination of puzzles that slow down progress a lot. I like clearing out rooms, do skilling once in a while if necessary, but the puzzles part is mostly nuisance to me and it drives me off from doing floors and instead rely on free mtx rewards. If they added these t90+ drops to each floor as rewards (common drops for t90, uncommon for higher), it would give players the option to get cheap t90+ gear that can't be augmented or repaired while offering that one set for each style with DW and 2h options as the augmentable reward, but harder to find. Could even make it so that the degradeable items loose tiers overtime as item looses charge. Ending with like 5 tiers under at 20% charge or lower. So a t95 item would become t90 at 20% charge or less, with no way of pushing it back up (degrades untill dust or destroyed by player). Additionally i think the best way to train dung, that people could enjoy, is adding more dungeons to the game. Elite dungeons are nice content, perhaps making more dungeons of this kind for multiple level ranges or that scale to player level and offer a nice reward to go after (like an unique item that can help with something else down the road but can be collected at lower levels). Or if not exact scaling, setting difficulty options for dungeons based on gear tier, having like "story mode- t50, very easy - t60, easy - t70, normal - t80, hard - t90, very hard - t90+", normal difficulty would be the "default" category for rewards and xp, anything higher offers better rates, anything lower, obviously nerfs rates but still possible to get whatever you want. Just less xp, less money and worst drop rates for uniques. This is not even talking about a potential revival of dung using necromancy either...
For me it's the puzzles and the fact that it's aimed at group content, and as an ironman who mostly plays solo it's just a slog to get through. It feels so detached from the main game aswell. The only good things about it is the rewards and when it first came out it was quite a bit of fun.
@@VivisDoomsday I think the only thing that would solve the detached feeling is maybe reworking dungeons for specific locations across the world of RuneScape. For example dungeon floors 30-40 could be somewhere in karamja with a jungle vibe to it and lore to match. But as protoxx said, I agree a whole rework would be too much work to do this
Pre-EoC Dungeoneering was very fun back in 2010 when Daemonheim was full of players. I was motivated to get all my combat skills to 99 just to obtain the tier-11 equipment. I'm still rocking my Primal, Celestial, and Sagittarian cosmetic overrides to this day.
If you're complaining about removing dung. You've completely forgotten the major good times. Sad that you had to post a click bait piece instead of actually just trying to get people into it.
I just recently got 120 dungeoneering on a 10+ year old account. I really only trained 99-120 on dxp weekends because that was the only reliable way to find groups in-game. I did 99 dungeoneering completely solo and I actually really enjoy training the skill, it’s just miserably slow solo compared to what you can get in a group, especially with cards, so it feels like a waste of time to train solo.
The whole game is essentially boiled down minigame with temporary rewards till you reach the end point at which you're done for until you choose to proceed with achievement hunting. Dungeoneering to me back when it came out was legendary, but I... Jumped out once I grew to age of reason recognizing EOC as something I just didn't enjoy. Hopefully they'll just add more content around the whole ordeal, and adapt and improve the skill further
No need to remove it, in fact since it's a true 120 they should take advantage of using it to provide upgrades for gear past t99 outside of daemonheim through reward tokens when they finally decide to break the "maxed 99" combat barrier they hold onto so dearly.
Thats also because free to play doesn't have that much to offer. Green/blue dragons, giant mole, kbd and dung are the most you'll get out of it (oh and quests)
I took a break from RS back in 2010. Only a three year hiatus at the time, but when I came back I only did dungeoneering. It helped me fall back in love with the game. Not because of dungeoneering itself, but because I was able to re-learn how to play. This was also after they "fixed" a lot of the eoc issues and I was able to take my time to learn the new combat system. Dungeoneering will always have a special place in my heart but as I work on 120 on my iron, I totally get the monotony of the skill.
As someone who only solo dung for years before the solo xp buff, I hated it, and doing large maps solo on deep floors for 1-2 hours meant pitful elite outfit fragment farming. I started 3/5 of 1 set from TH and still didnt get em all until after 99. However I was an avid Beach hole enjoyer as well
I'm a dungeoneering enjoyer. I think the main difference between how I approach the skill and how others do is how you face the grind. If you're a maxed player treating it as one more 99/120 to get, and you want to grind it out for the achievement, you're going to have a terrible time. If you start dg early enough in your account, it becomes a way to show you what your account needs more of. Dying too much on floors? Better go train crafting/smithing and get better armor. The bosses of each floor provide one of the gentlest introductions to pvm without death costs. The higher xp rates with a larger party require you to make friends in an MMO, which I argue is good for the game. And at some point in your account progression, the party simulator through invention still offers an alternative to those elite gamers. All in, I think it's a good skill because it's the skill that tests player ability and overall account progress. It's what an elite skill should be. It definitely needs a facelift, and some qol improvements. I would point towards an ignore list for bosses and puzzles buyable with tokens the way Slayer does task bans, introducing necro+arch to daemonheim, and making the floor/party system more user friendly. The fact that this is instanced raiding without a decent grouping system is imo a huge part of why people hate having to train with others.
I agree that Dungeoneering has run its course. However, I found it so beneficial in getting my Herblore Cape and Master Cape by using free herbs and secondaries inside. I would finish my floor, stay and sell almost all the drops to the store. I would then buy highest seeds I could plant, vials, and the secondary that would get me the most XP. Once the potion was made, I'd sell back to the store and repeat until I had no more coins. It would take me about 2 hours to exhaust all my coins but I didn't have to buy any herbs or secondaries using gold. If and when I do play, I fish for all the fish and cook them. Also, fletching hunter traps from all the wood cutting gets me free Fletching XP without buying logs on the Grand Exchange.
Dungeonering at low-mid game is really ennoying as you can't ever find groups doing early floors as high lvls skip/rush them. You also lack the lvls to open many extra doors which is really frustrating and you need max (nog necro) combat to be able to kill the mobs effectivily
I'm still new to RS but what has prevented me from touching this skill is I don't want to play with others to level up a skill and I'm ignorant to even know how to without others.
I started playing runescape again in 2010 (2011?) after finding Dungeoneering. I remember the days of the floors being challenging very fondly. I miss those days at the end of pre-eoc.
Sorry but I gotta respectfully disagree: dungeoneering needs to be brought to modern times. Add inv/arch/necro. Modernize puzzle and boss mechanics. If they wanna be REALLY crazy, they could add in another set of "floors", only make them different. Like, say, a twisted garden palisade that you traverse through, somewhat like an elite dungeon, only taking longer, and geared towards single or duo encounters. Put an awesome boss at the end of that, make the exp rate competitive, and that'd be a pretty hype update.
@@ProtoxxGaming For me, there's at least 6 other skills I would lamp before Dungeoneering, and if the content were fun and engaging, instead of being 10+ years out of date, then I think people would enjoy training it traditionally again.
I lamped in on my main, currently level 113. I’ll probably try to lamp it to 120. I do have an Ironman though and we’ll imma have to train it eventually. It how salty doesn’t seem to bad of a skill if you can find a group to play with and actually understand the skill
Just make a new dungeon in the real world with 120 floors and make it reset randomly every week. A fun challenge to group up on. People wait at the end of each floor until enough people come so they can complete the deeper floors.
Npcs who fight with you would be a great addition and each npc has a unique ability i.e. open a room without having a key or the ability to complete a puzzle or pass a skillcheck thats a higher level than what you have or kill all enemies in a room(except boss) or collect all of the resources in a room instantly or a single type from all rooms currently discovered. Thats 5 npcs with different abilities and im sure there are plenty more that can be thought of and done. Make like a quest to get thok as your first npc partner and then have miniquests or small tasks to get the others. Thats just one way to improve dungeoneering. But i think the fact it gets boring after so many floors is what really makes players disinterested. I think by adding the npcs you can have them say different dialogue randomly while you go through the dungeons. The dialogue can even be diversified by having certain levels unlock different dialogue as you go deeper into daemonheim and possibly giving bits of lore into daemonheim and their previous knowledge of or ventures into the place.
I used methods such as Sinkholes and the summer events when they'd have a dungeoneering hole to jump into to get the skill to 99. I then procceeded to dump every lamp into the skill ever since, and I've gotten it to 115 for the Edimmu dungeon and I ended up getting the Gordie pet after doing a couple of floors to get my herblore potion unlocks faster, so I don't even need to touch the skill at all anymore
I remember when dungeoneering first came out and it was actually a pretty fun challenge at the time. Pre-EOC dg was probably the most fun I had with it albeit frustrating when people left because a boss was too hard. I think if it hadn't been powercreeped so hard and made so trivial with the release of EOC, along with just being virtually abandoned in terms of new content, it wouldn't be such a slog today. Do I think it's too late to fix dungeoneering? Not necessarily. I do agree that resources would be better spent elsewhere, but if they took a little time to remove some of the more tedious puzzles and time-gate mechanics while increasing solo xp and perhaps give it a fresh coat of paint , it would go a long way in starting to get people interested again.
I'm one of the few weird people who actually likes dungeoneering. Not sure why, but i just dont get bored of running through floors after floors. Maybe its the feeling of seeing a 2m xp drop per floor, the urge to challenge myself to go fast, idk. Its such a fast skill reach 200m in. It was almost 15m xp/hr when i was racing for top 100 on fresh start world. I reach top 100 easily despite starting later than the other people racing for the rank because I spent my starting progress questing and skilling. Even if the reward it offers can be obtained via other sources and made the sole reason training it the right way redundant; it offers fast XP for lack of returns, which makes sense in Jagex's design for something to be either profitable either in terms of useful items, GP or XP wise, some times 2 but rarely all 3. Training it the right way just gets it out of the way so quickly and those MTX lamp or daily challenges could be dumped into something more cost/time efficient like agility or prayer. This is a biased opinion, but in FSW, because there were people racing for top 100, it was very easy to find a team. And having a team to share the team card cost drastically reduced your token consumption while ensuring maximum XP and progress speed. Such as smoke card for all doors (except skill rooms) to be unlockable, which is extremely useful since FSW, everyone's stat sucks. Ibis, mosquito and locust card to ensure maximum reward output. 4/5 people in the team split the cost load per floor and usually, it will net a profit token overall. If they can fix some of the annoying things like rework/removal of timegated rooms/bosses and revamp/add some new dungeoneering exclusive reward (and i do meant exclusive, NOT obtainable via ED and mtx.) that serves future proof meta upgrades, such as scrolls to imbue certain ring for stat upgrade, enchantments for gears, new passive, etc. Give people a reason to do the skill again, as they will if there's a worthwhile reward from it. Preferably a reward that requires you to go back and recharge/repair, aka do more of the skill. And of course, make solo worthwhile while incentivising group so people can choose either. Dungeoneering was rewarding in the past because Chaotics was the best in slot weapons before drygore and noxious weapon came out, they lost that value. If anything, they need to make dungeoneering rewards offer something that necessary to the progress path of item upgrades. An good example is the chaotic splinter which is used to make the ancient defender in order to obtain kalphite defenders. Another example would be OSRS bosses/raids, such as Nex and TOA, requiring bandos armour to repair Torva to retain value for killing Graardor, or Armadyl armour to fortify Masori armour to give a reason to kill Kreeara, or requiring the arcane sigil to fortify the Elidinis ward, giving a reason to do Corporeal beast.
I really enjoyed dungeoneering when I first started it, but lately it’s become such a pain. Maybe up to level 60 it was ok, but I’m level 90 now and dreading having to get it to 120. I’m a total solo player too.
When the skill first came out I loved it, and how we can find the places to go out in the world. After EoC, I hated Dungeoneering. Everything felt easy/clunky/out of place. Never felt the same. It also felt cool finding like the silk spider, getting better gear, binding etc.
Well one thing you forget to mention, This was a pre-EOC skill that was fun and challenging back in the day. But after the EOC update they kind of left dungeoneering in the dust. The skill itself wasn't bad and I knew of alot of people who loved it. It was just neglected by Jagex.
Think the poll could be better, I would have voted both group and puzzles, the skill needs QOL updates not a rework How to make Dung better? 1. Like complexity, add a setting where you can turn puzzles rooms off, with 10-15% penalty in XP 2. Reformulate skill door levels, like lowest skill member +10, cause is nearly imposible for new players to open those when not even maxed
I got 99 DG through treasure hunter lamps. Never bought a single key. Also got all of the rewards that I needed like the gem bag and upgrade, bone crusher and the saradomin necklace upgrades by getting tokens from treasure hunter. The skill is completely obsolete.
Finding groups would be so much easier if the grouping system actually got to see any use. There is actually a section for dungeoneering but I've sat in the matchmaking for several weeks now and nobody has joined at all. .
I'd probably have more fun if certain resources were more common and bosses had more health. Familiars for example. I usually find promethium ore 2-3 times per floor, gravecreeper trees 1-2, but spiritbloom? Maybe once every 5+ floors. And it's always super anti-climactic when the boss goes down after my familiar smacks it. I spend more time running around avoiding the Luminescent Icefiend's icicles than I do fighting the boss. If boss level/HP scaled with dungeoneering level instead of whatever it is now, I feel like that would be a big improvement. Also, why do I have to dismiss my pet? It's not a legendary pet or anything, it doesn't do anything but follow me and look cute. It's 2024. Let us have cosmetic pets _and_ familiars/Legendary pets at the same time. We can have conjures and familiars at the same time, we can have Temple Trekking followers and familiars at the same time, why can't we have pets and familiars at the same time?
I think it just needs a more powerful daily and a boost to lower level floors. Just make all floors give good xp for doing a large, let your highest 5 give better chance at drops or something like that
It basically just needs an XP scale rework (Solo the same XP as group) (Or solo a huge buff) as group content for dung is dead. Even at reset, and on BXP, I couldn't believe how little players were actually doing the skill. 120 is going to suck bad.
Want to know the part that blows in dungeoneering? going with maxed friends you're not maxed, you spend most of your time waiting around as they are needed to open doors or able to enjoy puzzles. They just need to have a system to remove this cap and it'll make it more enjoyable to dungeoneer with friends. Yes I understand about having to pot or use divination for doors but the doors can just become assistance doors which require these pots or divination keys.
Training your minigame is tedious. After a certain point many of the rewards lose relevancy, and jagex has been sort of wishy washy on maintaining the association between dungeoneering and good rewards. For example herbacide can be bought from POF, but at the same time the chaotic spike is needed for like 7 different items.
So every skill, I set out to max on a new account. Each skill around 4-6hrs each night I spent 2weeks exactly on to max each one out. Combat I trained all 3 stre att & def, at once. Range was alone, mage was alone, but the worst one was Divi, with the nerfs to it and new quests it takes longer now. What happen?
The point it was good back in the day, when everyone needed the exp and everyone was training the proper way, however nowadays with all other ways to get the exp and a lot of old players already having 200m skill needs some adaptation to new players as they train solo or need to find party.
I got 200m back in the day when I sold keys for with 3bo. Until our leader dipped and shit hit the fan. Still some of the most fun I’ve had. Only skill I’m abover rank 500 in… not much but I’m happy I did it when I did. The cape was such a flex back when 120 hit. Good times.
I actually liked dunge, but I’ve had 200m in it for years now & still haven’t gotten the pet (same with a few other skills). It would be nice if jagex would set a post 200m xps threshold that would guarantee pets so we don’t have to keep wasting time trying to get them.
I hit 120 in dung a month or two ago with no small help from lamps. I have played Daemonheim and got to where I hated it less, but I'm glad I'm done training it, at least for now.
The only people I hear who have ever actually enjoyed dungeoneering are people who have done it with groups of freinds. I imagine the the ratio of people who are going for 99/120 dg who also know other people irl/clans who are also going for 99/120 at the same time is extremely small at this point. I did DG floors with randoms on DXP until 99 and found it exausting, and it seemed like every one else i played with did too. This is the only viable method of training it for a solo player, outside of TH. I think DG could remain a skill but there needs to be a way / multiple ways to train it outside of forced group content. Great video Protoxx
Dungeoneering is why I love the roguelike genre so much, and I haven't quite found something that scratches the original itch for me yet. I really miss the w77 grind for chaotics back in the day.
Hey man, me and my friends in my clan that are long time players all love a night of doing dung floors together from time to time, not every day, but whenever someone wants a reward or an unlock. It definately takes time to get good at but thats a lot of the fun of it.
Maybe instead of removing it entirely, which would greatly upset me tbh lol, they should just remove it as a maxing requirment and instead, make it more as its own little "diary/achievement log" where instead of locking the weapons and armour behind certain DG levels/token requirments, you could say, for example lock t80 chaotic weapons behind a certain level of prestige completions with 20-30 floors on each prestige. 10 ice floors, 10 warped floors, 10 inferno floors 3x, you unlock 1 chaotic weapon of your choice.
You want people to do Dungeons and thoroughly enjoy it, Jagex?? Remove the XP/Tokens from Elite Dungeons AND make the skill, Dungeoneering, the FIRST skill the surpass the CAP xp of 200m, then watch the dungeoneer'er'ers fly. Make sure to give me credit, too, uwu
I honestly still really enjoy the loop of doing dungeons, but do think they should adjust the bosses in light of EOC. They are still *very* weak except for outliers like Blink. Not saying I should be doing something as hard as HM kerapac at the end of my level 120 dungeons, but some danger to them. I'm not sure. Player's determination to find the most mundane and boring ways to do things in the name of efficiency must be so frustrating from a development standpoint. Jagex: We added this massive fourth elite dungeon with like 20 mechanically diverse minibosses in it which all drop dungeoneering tokens, ending in a fight against Zamorak! Players: I think what they said is "we added a single hallway with a single miniboss at the end which we will farm repeatedly for hours on end for max tokens/hr, and then complain that skipping straight to the endboss requires a few days of killcount first."
I’ve got mixed feelings about this one. It’s a great element for beginners who play RuneScape. Like ED’s are fun, but if you’re not used to the mechanics, it can be challenging. Whereas dungeoneering is a bit slower and easier to understand I guess. I play this a lot with my wife and friends, but more for the fun rather than XP. Since it’s easy to understand and I don’t have to explain everything 🥲. I just wish they increased the token output you receive from dungeoneering. I think that would make the game at least more appealing rather than token farm ED1. Since the good items in total would take about 2m tokens?
I'm quoting others with the "remove it" in the thumbnail. As mentioned near the end of the video, I do see value in polishing the skill (although not years of resources for a full rework).
Honestly, I think no amount of polish would fix it. It would need an overall total overhaul.
The 'pool' you does not actually give any kind of answer why people dislike it.
If the 'skill' itself would be fun, people would not have problem interacting,doing it without getting the most XP reward.
They hate the skill so they more bothered that you also need to waste time getting people to skip through it the fastest. ( Meanwhile party making in runescape is garbage also does not help)
The skill itself is a design failure if you ask me. It has no 'individuality'. It just feels like they smashed together multiple skills with a minigame.
Meanwhile people in MMO like having powercreep. Feeling powerful. Disregarding their progress by using separate gearing in the skill itself another shoot in the foot.
Item bloat with the new 'sets' and 'weapons'. Meanwhile you have presets which make gearing up entirely meaningless so 90% of time you disregard any WC/fishing,preparation on floor.
You just puzzle running,getting keys then kill boss which your gear you have from start. So why is farming,potion making....etc, all skills in the floor? Just another bloat which makes it more empty of a shell and identity.
TLDR: Duneoneering is a design failure, content designer had no clear 'vision' for skill identity. Just ended up as a hodgepodge of activities.
Sorry for rant. Love ur vids. Thanks for hardwork as always!
We love dung. Its just people like you complain. I have 4 hard mode floors to do yet. Then I can retire dung.
They just need to make it 4x xp rate and to remove the prestige system
the people who maid this skill were infidels that wanted players to dig a whole and die in it. for real. lol.
a big part of the problem is. its not perceived as a skill, rather a mini game@@milkaexqzme6307
A fantastic minigame so big it could be its own game itself but we all know the fate of minigames in rs3.
That was one thing I liked about it,was basically all in one.
If it ain't meta for power or money it ain't worth the time
That's how I played it when it first came out, like it was a stand alone separate game, now I'm sticking my lamps into it after getting 99 prayer and agility
Wonder when this “minigame” switched from thaler to DUNGEONEERING experience as a reward currency. Anyone know?
It took me 6 years to get 43. Lamped to 99
I finished 120 dungeoneering in 2013, and it was some of the most fun I've had. That said, I had a group of irl and in-game friends going for 120 at the same time to do it with. That definitely played a large role in the skill being enjoyable.
Runescape is really fun if you have an active community. If you can get a big enough group, all the mini games could be fun but pugs only want the donut at the finish line.
As someone who has no friends who play the game, doing it solo even to 99 is so boring. It's not afk enough to just do while I'm doing other stuff, but isn't fun enough like bossing to feel rewarding. It's just in that tedious middle zone.
@coolbrotherf127 couldn't have nailed it more perfectly. A little bit louder, please. I think more people need to hear this.
I got 120 w 3 of my clan mates. We all pitched in our tokens to buy tons of the cards for max xp. It was SO fun lol
Dungeoneering right after it came out was incredible. The floors were hard, lasted long-ish, required preparation and skill, it was genuinely engaging and fun
They should add a group finder and remove the penalty on experience gain if you don't have an "open" floor those two things alone could bring more people to the skill
Just in case you didn't know(like everyone else ever), dungeoneering is available in the grouping system ;)
Also you dont have to do specifically a floor you haven't done yet, you can do any floor of the same theme as long as you have anything in that theme available. If you only have floor 37(occult) open and do floor 46(also occult) it will give you full xp.
the group find they have for bosses is already terrible
If they just put time into fixing a lot of what players have been complaining about for decades, that'd be a great start. As far as group issues, they could do something like Arch did with research. Do tasks or reach milestones in game to get NPCs to go with you in a DG group. This eliminates the requirement to need to interact with other players while making ~half the floor AFK.
hell we have the saga system in there already why not add a few new ones to gain A.I. companions
I mean shit they already had companions way back when they released temple trekking so it's not that wild of an idea.
I enjoy dungeoneering, I think the aspect of encouraging players to use the skills at their disposal in a compact area is a great concept and I’ve had a lot of fun with others there as it’s one of the few pieces of content you can do with additional players early game
i love dg's concept, the vibe and running through the floors i find fun. i did 200m during fsw all solo so i am a little biased but i think this helped making me enjoy it too. people dont want to form a whole party just to do the skill and solo is bad xp for the amount of effort. higher xp for solos i think is all we really have to do instead of a rework.
the fact that you have to rush early floors just to reach higher once for good exp is awful concept. You shouldnt have to replay those useless dungeons
@@MrFearlesskiller I agree with you. Plus when you’re under lvl 80 it’s such a slow grind.
However in terms for those that can reach Higher Warped - You can make enough tokens to skip the first 29/30 floors every full reset with some left over. If you dont really need the tokens for anything else, then it was a good way to go. I say was because I’m referring to 5-man dungeons. I never did like the idea of soloing.
@@MrFearlesskiller yeah 100% ocmpletely forgot to mention that, thats honestly a big boon on xp an hour when youre doing crap floors again just to get to the good ones
I think the problem isn’t actually having to rely on other players but the prestige system. If we could just group up and run nonstop without worrying about our floors aligning for the highest rates im certain more people would engage with it.
I still don't understand why they did that.
Elite dungeons are what I and many people wanted when it came to dungeoneering. I even talked to my friends, back in the day how dungeoneering was disappointing. We wanted just normal dungeons where you run through, clear trash, and have a couple mid bosses, and then the big boss at the end. My issue with what we got is the need to run around a bunch of rooms, make some gear, pick up a bunch of keys, all while solving a bunch of tedious puzzles, and slow killing mobs with crap gear, to finally get to a boss that is meh, and done. What they have now with elite Dungeons, is sort of what they should of had for Dungeoneering, just instead make them smaller, with simple bosses, and give some nice rewards for completing them. That is another issue with dungeoneering. While I don't think the bosses need to drop anything like BiS gear, give things like resources, like herbs, ores, seeds... Any items you will need to level other skills for bossing. I like the items you unlock with points, but once you have the good items, you get left with a ton of points you don't really need. Also, just let us use our own gear. Maybe make it so you can make the dungeon sets outside of the dungeons, and can wear them any time you do the dungeon. I know they let you lock in a gear set, but remove that entirely, and just let people wear any of the dungeon sets. Remove all the skilling stuff, it's just a waste of time. Remove all the key searching, it just makes things way to confusing, and make the dungeons more streamlined. If you could find the boss without the tedious running around, I feel it would of been a much better skill.
I think dungeoneering still has potential to be great today. The main issue is that over the past decade, jagex almost completely forgot about it. EDs and The Hole are just objectively more exciting. Then sinkholes just exist.
I'd say extend it to 150 instead of 120. Add necro to it. More floors,bosses,armour & weapons. New stuff to buy from the shop.
@@coverstream9951 please no. Do you have any idea how many more lamps that would require? 😂
The expansion needs to come from content, not levels. I've always been of the opinion that Arch should have been an elite skill because of the insane amount of content within it, similar to invention. If we just extend yet more skills from 99 to 120 without any significant content release, there's no point to it. @@coverstream9951
I would love for them to make a cave based dungeoneering expansion to the arc 😊
I feel like Dungeoneering is gonna be the core gameplay loop in Brighter Shores.
At 0:02
Protox : dungeoneering
The subtitles : DUNG ENGINEERING
As a person who adores the skill, I've gotten it 99 and up to 115 on two different ironmen before the group update and honestly didn't mind the grind, I have to say that it is the ONLY skill in the game up to now where I have to log in with the idea that I am going to grind it, unlike other skills which can just come up as an idea mid way through the day and do it, dungeoneering takes a lot of focus, at least for me, to be efficient and feel like I am getting good rates
what was your tactic for floors? did you rush small c6 floors until you had 10 left and then did those last 10 as large c6? I'm trying to train DG on my iron right now.
@@zachfleet8437 basically once I have occult unlocked, I just speedrun smalls until occult then all those until my highest I do large C6, before then I would do majority mediums depending if I had time and energy to spare.
Mobile relic power and dive helps a lot a lot, if you have invention I’d recommend saving 200k for the elite outfit since as long as you do floors you’ll get the outfit relatively painlessly. The boosts and door skips can help, especially with slow puzzle rooms, hope this helps 👍
People say dungeoneering was fun but it wasn't because the first 20-30 floors or something you would tier 1 easiest difficulty rush to skip in order to do the last like 5 highest floors you could possibly do legit for the best exp and token rates. It was such a chore and lots of the bosses took too long to do until you got the hexhunter bow or whatever that thing was from the eye gazer that needed like 99 slayer to kill which back then nobody really had.
Also the worst was when you would lose connection to your internet (which IMO was common back in the day because tech was NOT as advanced or reliable as it is today) and your progress would get wiped as a solo player and even as a team player at times. If the boss room got found early, you're shit out of luck and couldn't rejoin. Rejoining also wasn't a feature until WAY later after Dungeoneering had been released so it was just a unpolished pain altogether. Many times you had impossible room paths too because you couldn't get past a lvl 105 door or something because you didn't get an herb for a drop or secondary or something and so you couldn't boost to get past the door. If you did, it was at some really obscure spot in the map and you might get only 1 boost which some dumb fuck accidently drinks then completely kills off the bonus path altogether
Some of the most fun ive had in game was doing 5 man larges with friends nearly 10 years ago.
Loved it since day 1. I even remember hosting free leeches years ago.
in the "free leech" fc by any chance?
@@ProtoxxGaming Yes sir.
come back for free leeches please. I need 60m exp for 200m dunge (i've literally done challenges/sinkholes/xp lamps to get this far haha)
I'll take a stab at it:
The entire skill should pivot to resource dungeons being mini raids, clearing waves of monsters and at the end getting a reward (some dungeons will have resource rewards others items, tokens etc). Dominheime can maybe be a hub to quick access dungeons you have cleared maybe group raid higher enraged versions.
Resource Dungeons in ports will be procedural generated on islands, rewards could be chests filled with chimes, arc resource, ports armor mats (chi, plate etc)
Reward shop could behave like the traveling merchant whose shop is updated to stay relevant.
I got 99-120 but never touching a single dungeon. Ty, lamps, Christmas event and summer hole
I'm about 90 dungeoneering and pretty much 99.9% of it is just by using XP lamps from Treasure Hunter
As an aside on people not liking training Dungeoneering, I have seen several people get high levels and even 120s using nothing but The Hole at the beach event. There's a reason The Hole is a popular meme on various social media platforms; people REALLY don't like training this skill.
I remember being f2p living in Dungeoneering for weeks in the summer going for Gravite weps & blastbox. Good times, good times.
I really enjoy dungeoneering, wish it was a more active skill! Really looking forward to hit 200m eventually😊
It needs the M&S rework treatment lol
I like dungeoneering :-: it was my first 99 on purpose to get the untrimmed cape and my first 120
I got from 30 to 99 Dungeoneering with lamps from daily keys and to this day I still get 500k xp drop from lamps trying to get to 120 (got 106 rn)
while training necromancy the other day, people were at the ritual site talking about dungeoneering and someone said "the only time I train dung is when the beach event is on" and if that doesn't tell you how tedious and boring the skill is they'd rather wait for a once a year event to train the skill idk what will
I absolutely love dungeoneering, it is and always will be my favorite skill in the game, has been since 2010. I also think the reason why I grew to love it so much was because I did it a lot BEFORE the game got into this easy state where everyone gets 99s in a week and everyone's rich and decked out in T70 gear or higher.
Back in the day, me and my friends used to spend so much time in the dungeons training other skills. It's how we got to 99 smithing essentially for free, in a time before the rework when smithing was stupidly expensive and almost nobody had the patience to gather the materials for it through mining. Not to mention getting to 80-ish in combat skills and having high level gear there that I was too poor to afford outside of Daemonheim which felt so cool to have. I love the atmosphere, the lore, the puzzles, the bosses, the ambience osts(especially in the frozen floors), and I love the new things it introduced and all of the materials you could gather and the skills you could train there, so much cool content to explore. It was an iconic skill and to this day I still do dungeons just because I like to do them, I do them all basically on autopilot at this point since I'm so used to doing them. Its skillcape is also my favorite one, I find myself using its teleports many times to get around the world daily, and having access to the frost dragon dungeon was how I was able to sustain my membership without spending money back when bonds were ~10m and frost dragon bones were like 12k. The value we were able to get out of the skill was very significant.
It's a shame that newer players get into the game and their first impression of dungeoneering from talking to others is that it's a boring outdated skill that does little more than give you access to niche resource areas and some quests. I hope Jagex can do something to bring it up to today's standards and give current players reasons to actually bother go dungeoneering, to give the skill the impact that it was originally intended to have(and by this I don't mean make it so that people can easily 120 it AFK while tabbed out watching videos on youtube like with other easyscape skills, there are skills that are okay like that, such as gathering skills, but dungeoneering is supposed to be something active, a minigame of sorts and exploring a new world if you will, we shouldn't expect it to be trained like fishing or woodcutting, make it an actual achievement that took more effort than the occasional click every few minutes but a worthwile one that rewards people for the effort and time they spent mastering it). I do believe there's a threshold in making things easier and more AFK for players where it gets to the point that players cease cherishing things and the achievements that come with said things start losing their shine, not to mention how lazy they start becoming to the point where they start wanting EVERYTHING to be AFK. We need less participation-trophy-tier content.
Love everything about this. Literally words out of my mouth. Much respect. Ign Adictd 2 Rs
@@GardenGrownGreens thanks man, I'll add you, the ign on my current acc is sakiri
Boost rewards for solo larger floors, adjust blink, maybe decrease the plant cycle length. It's mostly the rewards after maxing that are lacking tho, if you don't care about the dung exp. Potion recipes you'll never use, weapons you can get through microtransactions (slightly better since you can destroy and reclaim them). I have hopes for the arch update, but otherwise I think I'm done with the skill
Potion recipes you'll never use? How? I agree most are useless but combo potions are quite effective especially for pvm
Those recipes are the best unlocks dung has to offer. Holyaggro overloads for slayer, and elder salves for pvm. Looks like you’re using slayer dummies and not doing pvm lol.
@@JoFo-cl6ro do the perfect plus potions fill any particular niche? It feels like I never need to use them. At least as a main
@@ThreePhase470 Croesus
Requiring specific floor #s to be completed is ridiculous. Should just be "complete X number of Warped/whichever floors" per floor type. Would make it so much easier to group up.. and yet still super hard. Should increase solo XP rates so that they are the same regardless of group size. Want to encourage group play? Increase tokens or some add some other kind of reward.
Nothing super overpowered because then it's just FOMO frustration, but enough to make it worth it if you happen to know others that want to join.
That said, make the Dung Hole permanent. Even if you want to cap the daily XP like Guthixian Caches. Or just make the AFK XP rates comparable to AFK rates in other skills. Not only is it the least AFK skill in the game, but it's also the worst (IMO) meta active training method in the game.
Dungeoneering will forever remain my favorite skill and one of the main reasons I don't play oldschool.
I don't think a skill this active, fun and group orientated will ever be released again, so it's an easy to say it will forever remain the best imo.
Puzzles, a win. Fast combat, a win. Managing resets/rushes, while slow it adds strategic play, so a win along with gatestone management. The only thing dungeoneering needs is higher hp bosses.
Its easily the worst skill in the entire game. Objectively from every angle it just stinks.
Just do CG in 07 and you have a better version of dungeoneering
favorite minigame*
@@olejakobaune8033 It has puzzles, lore books to read, it's active and has combat, which is very underrated these days. All the most positive aspects you could ask for, along with group play being rewarded in an MMO, go figure.
@@uberhaxornovanongalaktiksk9798 Where are the puzzles, lore books, boss mechanics and friends?
At this point, all I want is for alt1 features (dgkey) to be base game, and for a way to block 1 boss per floor type, and for bosses to have higher hp (maybe increase floor xp by 10% if that one rolls out)
The bosses FEEL weak coz they were designed 14 years ago ... power creep has changed the game for old content! Alt1 100% should be intergrated into the skill UI.
The 2 bosses who have been "rebalanced" are basically avoided at all costs now by active dgers, blink had 500k hp but is still just as easy as he was before if you just know how to deal with him. Kalger just became a snoozefest because you have to now deal 500k+ damage on a monster with a damage cap of 2.5k, if that was literally any monster outside of dg everyone would despise it.
10% more xp would not balance out xp rates, as shown by kalger now often taking up to 5 minutes to kill, while the rest of the floor takes less than 10 minutes for any semi capable 5 man team.
@@putcandy0 i'm not asking for a 5 minute fight, I should want to kill bosses in say, 1 minute. A minute of solid damage dealing, depending on your stats. I'm bored of 1/2 shotting bosses. Or at least enough so that putting down a sunshine is actually worth doing. One "moment of power"'s worth of hp
@@nickman287 whilst i do agree that bosses in dg don't much feel like bosses, i don't think goving them more health is the right solution. That's akin to saying kbd is too easy, lets give it 800k hp instead of the 50k it has. (Kalger went from 37k ho to 550k).
Sidenote: in dg it would almost never be optimal to use sunshine specifically for a few reasons. The main one being ranged is superior to mage because of the ring giving a flat damage increase to range when upgraded so swiftness would take priority. The second being there is no adrenaline potion so it is impossible to do multiple wild magics. And third, you could instead use: shadow tendrils>snapshot>rapidfire>wildmagic>dbreath>grico or corruption shot>asphyx>chaos roar>limitless sigil hurricane or assailt.
Now of course that rotation doesn't work on every boss because some of them are immune to styles but there is effectively no drawback to tribridding in dg.
Alt1 should be banned.
I used to love doing dungeoneering at the release actually, i loved every minute spent there, but nowadays everyone just wants max efficiency... Remember doing 1 hour long large floors...preparing for bosses and other things. Now it's dead the same as all of the rest of the minigames there are in Runescape
Wolrd 77 is usually chill
People want everything to make them rich in the shortest amount of time possible with the least amount of socialization and group content and they want the prestige of a 99/120 without the hard work, it's a sad state of affairs in comparison to how things were some 14 years ago when DG released. Be it with friends or solo, I love DG, even when the XP rates were horrendous in solo, the sensation and pride of getting a 99 before 99s became easy to get let alone 120 was out of this world
For me as a casual player is really hard to train this for three reasons, 1. Learning all the mechanics takes ages - or I have to keep relearning them, 2. I don't really have ppl to do this with, 3. Since I play mostly casually doing this in short bursts - especially given point 1 makes this very annoying & time consuming to train, unfortunately.
It took me until the end of 2023 to hit 120 dungeoneering. How? Through lamps, and dung hole. I've probably played the 'real dungeoneering' less than a handful of times. Lol. Definitely not my favorite skill.
Nowadays I am only using lamps on dung, just because I don't feel like training the skill (like we're supposed to do). Hopefully they add the arch dig site there. I love archaeology. It would also be cool if they added a Seren dig site in Tarddiad.
A dungeoneering dig site would be awesome!
I've said this before and i'll say it again. All they have to do is release t90+ dung gear into the main world, have it act like wildy gear where it degrades to dust upon loosing all charges. While also not being augmentable but still tradeable if not used. This while offering a set of gear for each style that could be augmented/repaired, offering dual wield and 2h options and would drop at random from doing dung, this gear set would be tradeable too. The set would scale to player level and cap at 99 but offer no set bonus (instead you would be allowed to pick power or tank style). Further down the road they could adjust dung with 120 combat skills and release new tiers, make new sets of dung equipment to go after to further expand the skill and give reason to play it.
My biggest issue with the skills is lack of rewards and annoying floors with a bad combination of puzzles that slow down progress a lot. I like clearing out rooms, do skilling once in a while if necessary, but the puzzles part is mostly nuisance to me and it drives me off from doing floors and instead rely on free mtx rewards.
If they added these t90+ drops to each floor as rewards (common drops for t90, uncommon for higher), it would give players the option to get cheap t90+ gear that can't be augmented or repaired while offering that one set for each style with DW and 2h options as the augmentable reward, but harder to find.
Could even make it so that the degradeable items loose tiers overtime as item looses charge. Ending with like 5 tiers under at 20% charge or lower. So a t95 item would become t90 at 20% charge or less, with no way of pushing it back up (degrades untill dust or destroyed by player).
Additionally i think the best way to train dung, that people could enjoy, is adding more dungeons to the game. Elite dungeons are nice content, perhaps making more dungeons of this kind for multiple level ranges or that scale to player level and offer a nice reward to go after (like an unique item that can help with something else down the road but can be collected at lower levels). Or if not exact scaling, setting difficulty options for dungeons based on gear tier, having like "story mode- t50, very easy - t60, easy - t70, normal - t80, hard - t90, very hard - t90+", normal difficulty would be the "default" category for rewards and xp, anything higher offers better rates, anything lower, obviously nerfs rates but still possible to get whatever you want. Just less xp, less money and worst drop rates for uniques.
This is not even talking about a potential revival of dung using necromancy either...
For me it's the puzzles and the fact that it's aimed at group content, and as an ironman who mostly plays solo it's just a slog to get through. It feels so detached from the main game aswell. The only good things about it is the rewards and when it first came out it was quite a bit of fun.
Do you think adding lore/quests that aim towards daemonheim would help solve the detached feeling from the game?
@@VivisDoomsday I think the only thing that would solve the detached feeling is maybe reworking dungeons for specific locations across the world of RuneScape. For example dungeon floors 30-40 could be somewhere in karamja with a jungle vibe to it and lore to match. But as protoxx said, I agree a whole rework would be too much work to do this
Pre-EoC Dungeoneering was very fun back in 2010 when Daemonheim was full of players. I was motivated to get all my combat skills to 99 just to obtain the tier-11 equipment. I'm still rocking my Primal, Celestial, and Sagittarian cosmetic overrides to this day.
If you're complaining about removing dung. You've completely forgotten the major good times. Sad that you had to post a click bait piece instead of actually just trying to get people into it.
I just recently got 120 dungeoneering on a 10+ year old account. I really only trained 99-120 on dxp weekends because that was the only reliable way to find groups in-game.
I did 99 dungeoneering completely solo and I actually really enjoy training the skill, it’s just miserably slow solo compared to what you can get in a group, especially with cards, so it feels like a waste of time to train solo.
I desperately want player owned homes to get either a rework or added content, I loved construction and the idea of it.
The whole game is essentially boiled down minigame with temporary rewards till you reach the end point at which you're done for until you choose to proceed with achievement hunting.
Dungeoneering to me back when it came out was legendary, but I... Jumped out once I grew to age of reason recognizing EOC as something I just didn't enjoy. Hopefully they'll just add more content around the whole ordeal, and adapt and improve the skill further
One of the best skills. We deserve to get it in osrs
Please gawd NO
@@Corbytender1 awww poor baby
Dungeoneering would make a great OSRS mini-game tbf. We already have the gauntlet, but that's dungeoneering-lite.
Hopefully one day, as a skill. That would be awesome indeed, definitely old school.
Well this skill is older than RS3 so when it first came out that was old school RS
No need to remove it, in fact since it's a true 120 they should take advantage of using it to provide upgrades for gear past t99 outside of daemonheim through reward tokens when they finally decide to break the "maxed 99" combat barrier they hold onto so dearly.
It's really fun skill to train when you're f2p.
Thats also because free to play doesn't have that much to offer. Green/blue dragons, giant mole, kbd and dung are the most you'll get out of it (oh and quests)
I took a break from RS back in 2010. Only a three year hiatus at the time, but when I came back I only did dungeoneering. It helped me fall back in love with the game. Not because of dungeoneering itself, but because I was able to re-learn how to play. This was also after they "fixed" a lot of the eoc issues and I was able to take my time to learn the new combat system. Dungeoneering will always have a special place in my heart but as I work on 120 on my iron, I totally get the monotony of the skill.
The only minigame that may never die fully like Mobilizing Armies (War-Chief out)
As someone who only solo dung for years before the solo xp buff, I hated it, and doing large maps solo on deep floors for 1-2 hours meant pitful elite outfit fragment farming. I started 3/5 of 1 set from TH and still didnt get em all until after 99. However I was an avid Beach hole enjoyer as well
I'm a dungeoneering enjoyer. I think the main difference between how I approach the skill and how others do is how you face the grind. If you're a maxed player treating it as one more 99/120 to get, and you want to grind it out for the achievement, you're going to have a terrible time. If you start dg early enough in your account, it becomes a way to show you what your account needs more of. Dying too much on floors? Better go train crafting/smithing and get better armor. The bosses of each floor provide one of the gentlest introductions to pvm without death costs. The higher xp rates with a larger party require you to make friends in an MMO, which I argue is good for the game. And at some point in your account progression, the party simulator through invention still offers an alternative to those elite gamers.
All in, I think it's a good skill because it's the skill that tests player ability and overall account progress. It's what an elite skill should be. It definitely needs a facelift, and some qol improvements. I would point towards an ignore list for bosses and puzzles buyable with tokens the way Slayer does task bans, introducing necro+arch to daemonheim, and making the floor/party system more user friendly. The fact that this is instanced raiding without a decent grouping system is imo a huge part of why people hate having to train with others.
I agree that Dungeoneering has run its course. However, I found it so beneficial in getting my Herblore Cape and Master Cape by using free herbs and secondaries inside. I would finish my floor, stay and sell almost all the drops to the store. I would then buy highest seeds I could plant, vials, and the secondary that would get me the most XP. Once the potion was made, I'd sell back to the store and repeat until I had no more coins. It would take me about 2 hours to exhaust all my coins but I didn't have to buy any herbs or secondaries using gold.
If and when I do play, I fish for all the fish and cook them. Also, fletching hunter traps from all the wood cutting gets me free Fletching XP without buying logs on the Grand Exchange.
Dungeonering at low-mid game is really ennoying as you can't ever find groups doing early floors as high lvls skip/rush them. You also lack the lvls to open many extra doors which is really frustrating and you need max (nog necro) combat to be able to kill the mobs effectivily
DG, the only skill on RS that actually requires skill...
I'm still new to RS but what has prevented me from touching this skill is I don't want to play with others to level up a skill and I'm ignorant to even know how to without others.
I started playing runescape again in 2010 (2011?) after finding Dungeoneering.
I remember the days of the floors being challenging very fondly. I miss those days at the end of pre-eoc.
Sorry but I gotta respectfully disagree: dungeoneering needs to be brought to modern times. Add inv/arch/necro. Modernize puzzle and boss mechanics.
If they wanna be REALLY crazy, they could add in another set of "floors", only make them different. Like, say, a twisted garden palisade that you traverse through, somewhat like an elite dungeon, only taking longer, and geared towards single or duo encounters. Put an awesome boss at the end of that, make the exp rate competitive, and that'd be a pretty hype update.
Do you think modernizing it would get people to play it instead of just lamping/dummying it though? I have my doubts personally
@@ProtoxxGaming For me, there's at least 6 other skills I would lamp before Dungeoneering, and if the content were fun and engaging, instead of being 10+ years out of date, then I think people would enjoy training it traditionally again.
I lamped in on my main, currently level 113. I’ll probably try to lamp it to 120.
I do have an Ironman though and we’ll imma have to train it eventually.
It how salty doesn’t seem to bad of a skill if you can find a group to play with and actually understand the skill
Just make a new dungeon in the real world with 120 floors and make it reset randomly every week. A fun challenge to group up on. People wait at the end of each floor until enough people come so they can complete the deeper floors.
Content creators thinks they are the voice of the playerbase 😑
Npcs who fight with you would be a great addition and each npc has a unique ability i.e. open a room without having a key or the ability to complete a puzzle or pass a skillcheck thats a higher level than what you have or kill all enemies in a room(except boss) or collect all of the resources in a room instantly or a single type from all rooms currently discovered. Thats 5 npcs with different abilities and im sure there are plenty more that can be thought of and done. Make like a quest to get thok as your first npc partner and then have miniquests or small tasks to get the others. Thats just one way to improve dungeoneering. But i think the fact it gets boring after so many floors is what really makes players disinterested. I think by adding the npcs you can have them say different dialogue randomly while you go through the dungeons. The dialogue can even be diversified by having certain levels unlock different dialogue as you go deeper into daemonheim and possibly giving bits of lore into daemonheim and their previous knowledge of or ventures into the place.
P.s. i really do enjoy dungeoneering it just gets boring to level it only through floors.
I used methods such as Sinkholes and the summer events when they'd have a dungeoneering hole to jump into to get the skill to 99. I then procceeded to dump every lamp into the skill ever since, and I've gotten it to 115 for the Edimmu dungeon and I ended up getting the Gordie pet after doing a couple of floors to get my herblore potion unlocks faster, so I don't even need to touch the skill at all anymore
Same method I’ve used to get 140mill exp
i love dungioneering but there is no incentive to keep grinding the floors
was my favourite skill when it was released as it was active and a team player mini game WITH xp and rewards... it WAS amazing
I remember when dungeoneering first came out and it was actually a pretty fun challenge at the time. Pre-EOC dg was probably the most fun I had with it albeit frustrating when people left because a boss was too hard. I think if it hadn't been powercreeped so hard and made so trivial with the release of EOC, along with just being virtually abandoned in terms of new content, it wouldn't be such a slog today. Do I think it's too late to fix dungeoneering? Not necessarily. I do agree that resources would be better spent elsewhere, but if they took a little time to remove some of the more tedious puzzles and time-gate mechanics while increasing solo xp and perhaps give it a fresh coat of paint , it would go a long way in starting to get people interested again.
I'm one of the few weird people who actually likes dungeoneering.
Not sure why, but i just dont get bored of running through floors after floors.
Maybe its the feeling of seeing a 2m xp drop per floor, the urge to challenge myself to go fast, idk.
Its such a fast skill reach 200m in. It was almost 15m xp/hr when i was racing for top 100 on fresh start world.
I reach top 100 easily despite starting later than the other people racing for the rank because I spent my starting progress questing and skilling.
Even if the reward it offers can be obtained via other sources and made the sole reason training it the right way redundant; it offers fast XP for lack of returns, which makes sense in Jagex's design for something to be either profitable either in terms of useful items, GP or XP wise, some times 2 but rarely all 3.
Training it the right way just gets it out of the way so quickly and those MTX lamp or daily challenges could be dumped into something more cost/time efficient like agility or prayer.
This is a biased opinion, but in FSW, because there were people racing for top 100, it was very easy to find a team. And having a team to share the team card cost drastically reduced your token consumption while ensuring maximum XP and progress speed.
Such as smoke card for all doors (except skill rooms) to be unlockable, which is extremely useful since FSW, everyone's stat sucks.
Ibis, mosquito and locust card to ensure maximum reward output. 4/5 people in the team split the cost load per floor and usually, it will net a profit token overall.
If they can fix some of the annoying things like rework/removal of timegated rooms/bosses and revamp/add some new dungeoneering exclusive reward (and i do meant exclusive, NOT obtainable via ED and mtx.) that serves future proof meta upgrades, such as scrolls to imbue certain ring for stat upgrade, enchantments for gears, new passive, etc.
Give people a reason to do the skill again, as they will if there's a worthwhile reward from it. Preferably a reward that requires you to go back and recharge/repair, aka do more of the skill. And of course, make solo worthwhile while incentivising group so people can choose either.
Dungeoneering was rewarding in the past because Chaotics was the best in slot weapons before drygore and noxious weapon came out, they lost that value.
If anything, they need to make dungeoneering rewards offer something that necessary to the progress path of item upgrades. An good example is the chaotic splinter which is used to make the ancient defender in order to obtain kalphite defenders.
Another example would be OSRS bosses/raids, such as Nex and TOA, requiring bandos armour to repair Torva to retain value for killing Graardor, or Armadyl armour to fortify Masori armour to give a reason to kill Kreeara, or requiring the arcane sigil to fortify the Elidinis ward, giving a reason to do Corporeal beast.
3:14 "DG is one of the few skills where getting better actually improves your xp per hour" and THAT is why it is the only actual skill in the game.
yep and not afk and get best in slot exp lol
I really enjoyed dungeoneering when I first started it, but lately it’s become such a pain. Maybe up to level 60 it was ok, but I’m level 90 now and dreading having to get it to 120. I’m a total solo player too.
When the skill first came out I loved it, and how we can find the places to go out in the world. After EoC, I hated Dungeoneering. Everything felt easy/clunky/out of place. Never felt the same. It also felt cool finding like the silk spider, getting better gear, binding etc.
Well one thing you forget to mention, This was a pre-EOC skill that was fun and challenging back in the day. But after the EOC update they kind of left dungeoneering in the dust. The skill itself wasn't bad and I knew of alot of people who loved it. It was just neglected by Jagex.
8:53 Cosmoem what are you doing here?
Think the poll could be better, I would have voted both group and puzzles, the skill needs QOL updates not a rework
How to make Dung better?
1. Like complexity, add a setting where you can turn puzzles rooms off, with 10-15% penalty in XP
2. Reformulate skill door levels, like lowest skill member +10, cause is nearly imposible for new players to open those when not even maxed
I got 99 DG through treasure hunter lamps. Never bought a single key. Also got all of the rewards that I needed like the gem bag and upgrade, bone crusher and the saradomin necklace upgrades by getting tokens from treasure hunter. The skill is completely obsolete.
Finding groups would be so much easier if the grouping system actually got to see any use. There is actually a section for dungeoneering but I've sat in the matchmaking for several weeks now and nobody has joined at all.
.
It is a Runescape inside of Runescape. Just like the Arc
I'd probably have more fun if certain resources were more common and bosses had more health.
Familiars for example. I usually find promethium ore 2-3 times per floor, gravecreeper trees 1-2, but spiritbloom? Maybe once every 5+ floors.
And it's always super anti-climactic when the boss goes down after my familiar smacks it. I spend more time running around avoiding the Luminescent Icefiend's icicles than I do fighting the boss. If boss level/HP scaled with dungeoneering level instead of whatever it is now, I feel like that would be a big improvement.
Also, why do I have to dismiss my pet? It's not a legendary pet or anything, it doesn't do anything but follow me and look cute.
It's 2024. Let us have cosmetic pets _and_ familiars/Legendary pets at the same time. We can have conjures and familiars at the same time, we can have Temple Trekking followers and familiars at the same time, why can't we have pets and familiars at the same time?
I think it just needs a more powerful daily and a boost to lower level floors. Just make all floors give good xp for doing a large, let your highest 5 give better chance at drops or something like that
It basically just needs an XP scale rework (Solo the same XP as group) (Or solo a huge buff) as group content for dung is dead. Even at reset, and on BXP, I couldn't believe how little players were actually doing the skill. 120 is going to suck bad.
Want to know the part that blows in dungeoneering? going with maxed friends you're not maxed, you spend most of your time waiting around as they are needed to open doors or able to enjoy puzzles.
They just need to have a system to remove this cap and it'll make it more enjoyable to dungeoneer with friends.
Yes I understand about having to pot or use divination for doors but the doors can just become assistance doors which require these pots or divination keys.
I just stay in the dungeoneering hole during the summer beach event, and dump lamps on it, whilst I try and get 115 for the motherload thing.
Training your minigame is tedious. After a certain point many of the rewards lose relevancy, and jagex has been sort of wishy washy on maintaining the association between dungeoneering and good rewards. For example herbacide can be bought from POF, but at the same time the chaotic spike is needed for like 7 different items.
Funnily enough, when I was a F2P player, Dungeoneering used to be my favourite skill.
Just something about going through those dungeons felt so cool
I still can't find that damaged device that is needed for the necro quest. And yes I talked to the old man outside
So every skill, I set out to max on a new account. Each skill around 4-6hrs each night I spent 2weeks exactly on to max each one out. Combat I trained all 3 stre att & def, at once. Range was alone, mage was alone, but the worst one was Divi, with the nerfs to it and new quests it takes longer now. What happen?
The point it was good back in the day, when everyone needed the exp and everyone was training the proper way, however nowadays with all other ways to get the exp and a lot of old players already having 200m skill needs some adaptation to new players as they train solo or need to find party.
Small dungeons are okay, some of the puzzles on the bigger maps are very bad.
I got 200m back in the day when I sold keys for with 3bo. Until our leader dipped and shit hit the fan. Still some of the most fun I’ve had. Only skill I’m abover rank 500 in… not much but I’m happy I did it when I did. The cape was such a flex back when 120 hit. Good times.
Me who is currently only playing on my DG only account: 😡
I actually liked dunge, but I’ve had 200m in it for years now & still haven’t gotten the pet (same with a few other skills). It would be nice if jagex would set a post 200m xps threshold that would guarantee pets so we don’t have to keep wasting time trying to get them.
I hit 120 in dung a month or two ago with no small help from lamps. I have played Daemonheim and got to where I hated it less, but I'm glad I'm done training it, at least for now.
i like it....people are just afking too much now
Loved dungeoneering, brings me back. There was quite a large period of time where i played 6 hours a day and literraly never left daemonheim.
I enjoy dungeoneering a lot now, at first I hated it almost lvl 120 now and looking forward to resetting and attempting a floor 1 to 60 in one go
I’ve used ToG and lamps to get it to 92. Never set foot in Daemonheim except for clue scrolls and the reward shop.
The only people I hear who have ever actually enjoyed dungeoneering are people who have done it with groups of freinds.
I imagine the the ratio of people who are going for 99/120 dg who also know other people irl/clans who are also going for 99/120 at the same time is extremely small at this point.
I did DG floors with randoms on DXP until 99 and found it exausting, and it seemed like every one else i played with did too. This is the only viable method of training it for a solo player, outside of TH.
I think DG could remain a skill but there needs to be a way / multiple ways to train it outside of forced group content.
Great video Protoxx
Dungeoneering is why I love the roguelike genre so much, and I haven't quite found something that scratches the original itch for me yet. I really miss the w77 grind for chaotics back in the day.
Dungeoneering used to be one of my favourite activities to do back in the day, so sad to see where it's at now.
Hey man, me and my friends in my clan that are long time players all love a night of doing dung floors together from time to time, not every day, but whenever someone wants a reward or an unlock. It definately takes time to get good at but thats a lot of the fun of it.
elite dungeons were a nice addition that give not much dungeoneering exp. But they do show some potential to what dungeoneering could be.
Dungeoneering needs a MASSIVE re-work, but it's still worth keeping as a skill.
Currently going for 155 in this skill just to get to Eddie's so i can reliably farm the crystal tool seed to upgrade the grace of the elves
Maybe instead of removing it entirely, which would greatly upset me tbh lol, they should just remove it as a maxing requirment and instead, make it more as its own little "diary/achievement log" where instead of locking the weapons and armour behind certain DG levels/token requirments, you could say, for example lock t80 chaotic weapons behind a certain level of prestige completions with 20-30 floors on each prestige. 10 ice floors, 10 warped floors, 10 inferno floors 3x, you unlock 1 chaotic weapon of your choice.
You want people to do Dungeons and thoroughly enjoy it, Jagex?? Remove the XP/Tokens from Elite Dungeons AND make the skill, Dungeoneering, the FIRST skill the surpass the CAP xp of 200m, then watch the dungeoneer'er'ers fly. Make sure to give me credit, too, uwu
I honestly still really enjoy the loop of doing dungeons, but do think they should adjust the bosses in light of EOC. They are still *very* weak except for outliers like Blink. Not saying I should be doing something as hard as HM kerapac at the end of my level 120 dungeons, but some danger to them.
I'm not sure. Player's determination to find the most mundane and boring ways to do things in the name of efficiency must be so frustrating from a development standpoint.
Jagex: We added this massive fourth elite dungeon with like 20 mechanically diverse minibosses in it which all drop dungeoneering tokens, ending in a fight against Zamorak!
Players: I think what they said is "we added a single hallway with a single miniboss at the end which we will farm repeatedly for hours on end for max tokens/hr, and then complain that skipping straight to the endboss requires a few days of killcount first."
I’ve got mixed feelings about this one. It’s a great element for beginners who play RuneScape. Like ED’s are fun, but if you’re not used to the mechanics, it can be challenging. Whereas dungeoneering is a bit slower and easier to understand I guess.
I play this a lot with my wife and friends, but more for the fun rather than XP. Since it’s easy to understand and I don’t have to explain everything 🥲.
I just wish they increased the token output you receive from dungeoneering. I think that would make the game at least more appealing rather than token farm ED1. Since the good items in total would take about 2m tokens?
No beginners want to do floor after floor of the same shit. Beginners want to play, not sit in a forsaken minigame under the guise of a skill