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.
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
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
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 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.
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'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 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.
I really enjoyed dungeoneering when I did it years ago, it’s better than just repeatedly clicking a portable skilling station in fort forinthry bank which is what most other skills are
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.
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...
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.
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.
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
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.
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 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
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
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.
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.
Dungeoneering was my favorite skill... Actually got me into clans, I was a part of a clan called KABDE (Kill all but dead end). Became a very skilled keyer before Discord was a thing and my best time was a sub 13 min large 5 person group! O the times!!!
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
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. .
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.
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.
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.
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.
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've mostly found myself alone when saying I actually like the skill, mostly. Even when liking it, and similarly to group content I've never done for the same reason: I HATE having to look up a team, piss people off while learning mechanics instead of my own pace, waiting for ever for everybody to be ready, etc. Call me antisocial or an introvert, but I absolutely hate being forced to interact with others haha Dungeoneering is probably the once exception and only because I understood the skill very early in its life and was able to master it and get 120 very quickly. Forced player interaction is still a buzz killer for me personally even to this day :(
Honestly I wanted to do the dungeons on my grind cause I wanted to get the Trimmed Cape req done doing all 60 floors on Hard Mode but I got 120 by lamping and doing Elite Dungeons 1-3 ooover and ovvver and ovvver again. Was not fast but more enjoyable than actually doing the skill.
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?
My first 200m skill, loved every bit of it, still help alot of people complete their hard floors. I do agree Jagex resources need to be elsewhere, so forget a rework, but I'd be sad if they ever did away with it completely
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.
they should integrate it with the new skills, arch, necro etc, make it more like a raid experience 1 raid for skillers, 1 raid for PVMer's at a difficult that scales with prestige etc
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.
Loving to see all the Dungeoneering enjoyers in the comments. Just hit 200M after all these years, and got 120 in FSW. That last part is the most fun i've had in this game in YEARS. I get it being boring in solo (even though I disagree), but man is it fun to do fast-paced runs with friends. Also: the artstyle and armour designs etc is easily my favourite in the game. (though that might be nostalgia.)
I stil remember doing Dungeoneering back when it was released.. it was awesome skill! Really needed cooperation as almost noone in that time was maxed.. Daemonheim was full of people looking for party.. nowadays it's a dead skill..
Dungoneering is fun when you do it for a while. 2-3 hrs with friends is great....then you get to the point where you to want to actually level it and need to sink either 20-30hrs in a group or double that solo and nobody wants to do it for that long so you either go long and solo or group with randoms. Main problem with dungoneering is that it's both a skill and one with a cap of 120.
As for the updating/reworking Keep daemonheim its inoffensive. What they could implement are instances in existing dungeons (which i have asked for since launch) or do somethinv like shifting tombs
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 do enjoy Dungeoneering, but only as a 5-man team. It is dead content now as you said, outside of DXPW. However I still avoid it during DXPW at all costs as I get frustrated running floors with people who are just there for easy xp while having no experience in efficiently running floors. Plus I dont care for DG xp to be doubled as its one skill I do enjoy, additionally there’s better skills to use DXP on in my opinion. The best 5-man teams are always found outside of DXP. If you’re lucky enough to find a full squad. P.s. I have well surpassed lvl 120. Never bought floors, used dummies, lamped or used stars. The last time I actively ran efficient DG teams was probably 2021/2022. Havent been back since other than to help lower level clannies, but thats because my focus has been on other 120s and bossing content. The problem with new content for DG (lets say new weapons/armour) eventually they’ll no longer be the meta, and thus turn into dead content again. Final comment: I would absolutely love to find a community of equally experienced DGers, as I would start doing them again for the enjoyment, to take a break from other goals in RS. If that doesnt happen, then it’ll probably end up being one of my last 200m skills, and I will resort to MTX to complete it.
Experienced dgers generally stand around at dg quite a lot, and most of them are ok with taking people who are willing to learn especially if you ask for mentoring
Dungeoneering has been my favorite skill pretty much since it's release. i tend to solo it nowadays since there's hardly anyone running floors anymore, like you mentioned, but the fact that every floor is different, and that, like you said, you actually improve at the skill as a player as opposed to just having the computer boost your numbers, keeps me coming back for more. One thing I do really loathe about it, and that you have barely mentioned in your video, is the prestige system. At higher dungeoneering levels the lower floors barely give half of the exp the higher ones do at the same complexity/size, and you have to clear them all to keep your exp rates up. So, of course, you just rush through these to get them ticked off. But at higher dungeoneering levels, you have to rush through like thirty of these before it makes sense to switch back to large floors. Even if you manage to tackle each 'rush' floor in two minutes, that's still an hour of basically not progressing at all. You don't get exp, you don't get tokens... You don't even get a chance at some primal weapon you've been chasing because the earlier floor's bosses only drop garbage. A complete rework isn't needed, I love the skill as it is. But if anything can be done at how horrible having to prestige over and over again feels, I'd be over the moon.I'd be fine taking a hit to my exp on the warped floors if only it means I wouldn't have to see the frozen floors every again. Or have us only have to clear a single floor of each 'type' to count for full prestige. Just... something
If they removed / reworked the worst, time wasting / annoying puzzles (pondskaters, suspicious grooves, barrel, levers, monolith, toxin maze) and bosses (blink, skinweaver skeleton room, Icefiend, Bulwark) that would go very far in making the skill much more enjoyable long term. If they added in the new skills (necromancy, invention) that would also be huge for modernising it and making it nicer for new and experienced players (who doesn't want a fully augmented T99 weapon and armour, plus finally a use for spare primal drops if they disassemble into good stuff, and add value to the super rare drops in the dungeon for the same reason. Side note it would also be very cool to have bonuses on T99 gear, or if primal became power armour instead of tank at least) If they changed the token rate from 10% to idk 15-20% at least it would make it better to actually train the skill than just go kill minibosses in elite dgs, making it less dead content. If they also further increased solo xp to be maybe like 10% less than a good 5 man team it would be one of the fastest and most interesting skills in the whole game!
You make very valid points Protoxx, no argument there. But I remember as a wee lad when the skill fist came out, it holds a special place in my heart. So I must say that I LOVE Dungeoneering, just as it is. I am also banking on the ingenuity and craftsmanship of the coding wizards at Jagex to keep the skill alive and enjoyable to train. But until then, I'll see you all at the upcoming DXP Weeks to participate as, what is hopefully, a good stranger with good cards so we can all get some juicy XP! :3
They should make like two new daemonhiem areas found in RuneScape, and make elite dungeons and other bosses like similar so that’s it’s a dungeoneering experience and give exp that way
They should make dungeoneering npc guides that can do the dungeon with you and basically act like team mates. Can have some sort of modifiers for xp to make sure people aren't getting carried. Easy.
So I'm one of the 3% DG can be frustrating to learn and the lack of activity is the issue. Im 200m DG and still go there DURING bxp solely to enjoy running floors. I think the best way to make it active again is to allow DG tokens to be used for other skills. Allow players to 'buy' cooking XP or even allow player to swap tokens for bxp in other skills. I would train DG all day everyday to gain bxp in other skills
EOC defo change Dung a lot, Pre EOC dung was fun and dangerous and it was a challenge to get fast clears and I liked that it required a competent team to do so(Also I made so much from selling floors back then) I'm sad to see that state it is in nowadays was some of the most fun I've had on RS. Not shitting on EOC either I like RS3 combat :) it just changed dung a lot.
Might be a soul split issue and bosses having low hp issue but overall the combat in dung should still be more fun since EoC by itself is more fun. So might even out in terms of fun but if the issues are addressed, it would be even better.
I tried for a couple weeks and it was so slow even once I caught on, I camped the whole skill to 99. And I sleep like a baby at night. The rewards are cool but if I didn't have to complete any floors to get them then I absolutely won't do them.
I just hit 120 yesterday. Went from 117 to 120 on Christmas paper lamps. I’d rather do dungeoneering Ironman style single player to 200m twice than do fishing or woodcutting to 120
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.
Hot take: DG was and is amazing (Pre EOC had better boss experiences) Its a skill that actually rewards competence over simply throwing time at the problem and afk something. The reason DG isnt really trained anymore is due to alternatives that are simply easier AND better exp/hr. Remove that, and you'll see DG making a return to some degree. 1 thing to keep in mind also, DG was actively played for the chaotics back in the day. BIS weapons. Which is no longer the case and better weapons are now easier to obtain anyways.
DG is by far my fav skill rs has to offer, and I've played it back when it first came out, and did 120, and did 120 on my iron. I wasn't one for the changes to allowing irons to group with other irons, only because of it ruining the one skill that if you wanted to train it at a decent rate as an iron, you actually had to put effort into it, but that just me, and doesn't actually harm me, so in the end I don't care, but irons still complain about the skill even with grouping allowed, which I find funny. People often claim "But it's so slow." only if 1. You're doing it at lower total level (The skill was designed for maxed people.) 2. You're bad about pathing/puzzles. DG has had such huge qols over the years to where the skill feels 1000x better then what it use to at first. I did solo to 120 on my iron, and doing 99-120 took me 12 days because of how overpowered card stacking, and relics are, that's even faster now if you were to group, not to mention that fact that you can just leech the skill fully now. Yes the skill is past it's prime by a long shot, but it's also imo a lot easier these days, and the amount it would take to bring it up to what people want in this day and ages just isn't going to happen, because it would take way to much dev time. They could at the very least do some simple changes to rush floors and such, but I just don't see it happening.
Group dungeoneering isn't that much better than solo unless you have max sweat lords. Solo is more exp with 120 necro etc. as you aren't penalized for having lower level players. If you dungeoneering with level 130's and you are 152, you get less exp per floor. A good dungeoneerer can do solos 8-11 mins or less and get huge chunks. Example, say doing floor 60 solo is 280k exp. Doing group might be 220-240k.
I would say the problem isnt the skill itself but how more and more players play a MMO but actually want to solo everything, it's a sad switch we have been seeing the last years but that's how it is. we live in a time where everyone sees their time as "way too valuable" to actually have fun and just grind everything as fast as they can cause "ain't nobody got time for that"
I got 99 dung during the christmas event. I cant stand the skill any more. When it first came out, I grinded it like no ones business. I then quit for almost a decade and came back and couldnt get the hang of it.
I absolutely loved the skill when It first came out. I managed 1-90 before I quit playing. Now? I HATE It. I absolutely, positively hate It lol. It's the only skill I allow myself to use lamps on and that's bad because even though I'm not an Ironman account I still play like before the mtx came out and train my skills the old fashioned way.
It been a long time since I haven't played Runescape, but dungeoneering was of the few skills I actually really enjoyed doing it. The game will now live on in my memories, as I may never return.
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.
man, dungeoneering is my most favorite skill man, it's so much fun and so many benefits, and different ways to play it, and it's also fun to play in parties or solo! They don't need to fix the dung skill at all, they could nerf the non normal dung stuff to make people do the fun part of the skill, but then again people complain about doing dungeoneering through Daemonheim. Never once used anything to speed up dung leveling (like dung tokens, lamps, stars ect.) they kind of ruined the skill with elite dungs and sink holes.
Thanks for noticing dude. I didn't have Protoxx "taking inspiration" from my content on the 2024 bingo list but I'm glad we can get it out of the way early!
@@aedgyrunescapeplayer3756 hes a much much smaller youtuber in this niche, about a month ago he made a video just like this, and protoxx has the exact same points from his video, you can go check his channel as well