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HUGE Dungeoneering Update

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Ironclad Pen

PostPosted: Tue Mar 15, 2011 4:03 pm


Quote:

Dungeoneering – General

~As mentioned in the news, Dungeoneering prestige has been rewritten, so that when completing an already completed floor, a different floor from the same theme will be crossed off instead.
~The Kal'Ger cutscene will no longer be skipped in certain circumstances.
~Trying to quick-switch a non-customised ring of kinship will no longer complain about teleporting.
~Entering a dungeon will now give information about the dungeon floor entered in the chat window.
~The lower-levelled Dungeoneering floors have had their XP rates increased.
~Resources in Dungeoneering will appear more frequently on lower complexity settings.
~Access to Daemonheim has been made easier from Lumbridge. (As this effectively makes the nearby crossbow shortcut obsolete, anyone who had built a hidey-hole here before today’s update should check the hidey-hole to have some teak planks reimbursed. Anyone who chooses to build a hidey-hole here from now on, say for the Construction XP, does so knowing about this bridge, so will not receive such compensation.)
~The end of dungeon interface (the ‘Winterface’) will now display the time that was taken to complete the floor.
~Low-levelled enemies in the frozen theme have had their stats lowered.
~Dungeoneering coins are now easier to pick up.
~Several objects, such as the toolkit, have been made tradable, to allow them to appear to all players when dropped.


Dungeoneering – Skills

~Dungeoneering altars will now bury all bones.
~Dungeoneering Runecrafting now uses Make-10/50/100 (instead of Make-1/5/10).
~Several Dungeoneering skills, such as cooking in a dungeon, have had their speeds increased.
~It is now possible to downgrade Summoning charms to lower-levelled versions by using them on a Summoning obelisk.
~Lit cooking ranges will now last three times as long.



Dungeoneering – Bosses

~The smuggler will now explain boss tactics better.
~The divine skinweaver in the skeletal horde boss room has been updated to also display what she is saying in the chat window.
~Astea Frostweb’s magic attack has been lowered on low-tiered versions.
~Plane-freezer Lakhrahnaz’s shove attack now has a cooldown to prevent him using it too often.
~Lexicus Runewright will spawn fewer books on low-levelled versions of the boss.
~Night-gazer Khighorahk’s torches will stay alight for longer in solo dungeons.
~Sagittare will now teleport closer to the player to prevent excessive running.
~Stomp will now drop fewer rocks, and more will be removed each time rocks disappear.
~The gluttonous behemoth now has less health, and will only eat to full health once per dungeon.



Dungeoneering – Challenge Rooms

~Dungeoneering challenge room failure rates have been lowered for low-levelled players.
~Failing in challenge rooms will no longer drain stats.
~’Mercenary Leader’ has been rewritten to more accurately reflect the level of the Dungeoneering party, as the calculation was setting it to be a bit too harsh.
~The ‘Sliding Statues’ challenge room has been rewritten to fix occurrences of the room being impossible to complete. It is also possible to pull statues now.
~The ‘Monolith’ challenge room has been changed to stop the shades from taking too much energy from the monolith, and the monolith will reach fully charged faster.
~The ‘Flower Roots’ challenge room will now not fail if you have the correct skill requirements, if you pull the plant at the right time.
~The ‘Ten Statue Weapon’ challenge room (five with weapons, five without) will now have fewer statues in smaller parties.
~It is no longer possible to fail to repair the walls in the ‘Collapsing Room’ challenge room.
~The ‘Toxin Maze’ challenge room will now remove the obstacles on completing the room.
PostPosted: Tue Mar 15, 2011 4:07 pm


Excuse my double posting - I didn't want to make the information post any larger.

I.AM.THRILLED.
These updates are going to make dungeoneering go smoother not only for players with low combat or low dungeoneering but for players like me as well.

Things like Plane-Freezer, Skeletal Horde, and Stomp were a bit annoying for the exact reasons they were fixed.

The one thing I'm questioning though is the charm downgrading. Do you think they'll add that to the skill outside of Daemonheim? Will they offer the reverse effect in the future?

All in all, I think these are great improvements.

Ironclad Pen


Miss Hampy

PostPosted: Tue Mar 15, 2011 4:14 pm


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PostPosted: Tue Mar 15, 2011 5:42 pm


Eh, I don't know if I like some of the nerfs of bosses. Like Sag's teleing pattern might be all gone now. I love knowing to tele to the middle on his last hit and using a gate to pwn his a**. And Stomp. The debris can be cleared by forcing him to use ranged attacks. Making it easier will make it less amusing when watching idiots not understand what's going on. sad

And if the smuggler explains bosses better, you think Jagex explained to him what the newer objects do? You know, when you use an item on him, he'll explain it, although some items he wasn't programmed to have knowledge of so he says he has no ******** clue what it is. Well, he always knew what a gatestone was, but when they added the group gatestone, he had no ******** clue. It was funny. rofl

Merc leader nerf makes sense though. A bit too harsh? Try getting that room early in a floor when you have limited food. In a f2p group with one or two lvl 3s, and maybe two other lvl 100+, while Merc is 203. It's fun.

Toxin maze thing is nice. But again, it's something I have tactics for. Kinda ruins the challenge and the whole learning process.

Jagex, how about instead of nerfing things I learned from Dung, try nerfing the f2p 50% penalty.

Airazor
Captain

Hotheaded Rogue


EnlightendMind

PostPosted: Tue Mar 15, 2011 6:42 pm


so basically if i dont wanna put up with players who dont listen to the lead (in this instance my lvl 80) i dont have to put up with them anymore because its almost impossible to fail challenge rooms now.
PostPosted: Tue Mar 15, 2011 6:47 pm


heart

The Snarfy
Crew

Noob


Ironclad Pen

PostPosted: Tue Mar 15, 2011 8:27 pm


After looking at the list again I'd have to say, the only things I think they should have left alone are these;

Quote:
1.) Sagittare will now teleport closer to the player to prevent excessive running.
2.) The gluttonous behemoth now has less health, and will only eat to full health once per dungeon.
3.) Stomp will now drop fewer rocks, and more will be removed each time rocks disappear.


1 - He was only a pain in the a** for solo'ers. Teams shouldn't have had that much of a problem with him.
2 - The beast wasn't that strong in the first place, and if you stood between it and the food, it was a quick fight.
3 - They could have given us telegrab instead of nerfing him.

@Air - How does removing the pillars AFTER it's completed ruin the challenge?
PostPosted: Wed Mar 16, 2011 7:47 am


Ironclad Pen
After looking at the list again I'd have to say, the only things I think they should have left alone are these;

Quote:
1.) Sagittare will now teleport closer to the player to prevent excessive running.
2.) The gluttonous behemoth now has less health, and will only eat to full health once per dungeon.
3.) Stomp will now drop fewer rocks, and more will be removed each time rocks disappear.


1 - He was only a pain in the a** for solo'ers. Teams shouldn't have had that much of a problem with him.
2 - The beast wasn't that strong in the first place, and if you stood between it and the food, it was a quick fight.
3 - They could have given us telegrab instead of nerfing him.

@Air - How does removing the pillars AFTER it's completed ruin the challenge?


You ever watch n00bs trying to find their way out of the maze? It's funny as hell. Lots of times n00bs will all stand at the start of the maze and are afraid to activate it. I'll run in telling them to go for the doors, since you don't have to go to the centre to open them. Then I'll go ahead and finish the maze AND open up doors before the n00bs even get to them cause they can't navigate. If I know that I'll pass close to a door, I'll have a gate ready to drop near it. Complete the maze then tele to the door.

I also tank mazes that n00bs activate but don't finish. rofl

Airazor
Captain

Hotheaded Rogue


Shimerin

PostPosted: Wed Mar 16, 2011 2:39 pm


All sounds like good stuff to me.
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