This is my second suggestion up there (first being the long-dead "Balancing Weapons and Armor"), so yeah... Dungeoneering, in my opinion, is THE greatest skill to come in all Runescape, due to its fun factor. However, despite this, there are a lot of improvements that could be made in the skill. Make Skillcapes Wearable in the Dungeons This is by far one of the most major points that I have to make. Why did I suggest this? Well... - There are no capes that you can find in the dungeons itself. - It helps people find teams easier (99 Dung, RC, any combat skill, Smith especially). - If you have 99/120 Dungeoneering, you deserve to be recognized while in the dungeons. Of course, these skillcapes abilities will carry on to F2P as well, though they are recognized as members' objects. If this can't be possible, AT THE VERY LEAST make the Dungeoneering cape wearable in the dungeons. Make Fletching a F2P Skill Some people may call me a "greedy F2Per" for this, but it indeed makes sense. You see, you can already smith all tier 5 melee weapons/armor with smithing, all runes with runecrafting, and all tier 5 armor for ranged/magic. However, the shop only contains tier 1 bows and staffs, which means the best you can use without binding is the tier 1 longbow and a water staff. This becomes a disadvantage as offense is vital here. Also, it is needed for one of the puzzles. I suggest that it should become usable as a F2P skill, with the following limitations: In Daemonheim - You can only fletch up to tier 5 wood, into bows/staffs/arrow shafts. - You can only fletch up to tier 5 arrows, and smith up to tier 5 arrowheads. - Bowstring can be bought from the smuggler. In Runescape - You can only fletch up to maple bows. - You can only fletch up to adamant arrows. - You can only smith up to adamant arrowheads. - A flax field can be placed in Falador. Changes to the Exp Calculating System As you guys would know, you really only have to kill most (not all) monsters in the dungeon, and don't have to make resources at all. This really discourages resource gathering of any kind, and combat is hugely favored. Therefore, I'm going to suggest a change in which Level Mod works. - As usual, if you kill most monsters you would get the +10%. - If you use up the resources however, it would increase anywhere from +0% (none) to +5% (made use of your resources). That way, skilling is actually encouraged in the dungeons as it gives you a nice +20% Level Mod bonus at the end. Make Soul Runes Craftable in the Dungeons I've just noticed, every single rune in the dungeon is craftable except soul runes. Why is this limitation in place? Therefore, I suggest that soul runes can be craftable in the dungeons, with the requirement of 90 Runecrafting. Of course, if you reach higher levels, you would have the chance of creating 2 souls with 1 ess. Have Forgotten Mages Wield Staffs I've just noticed, forgotten warriors and rangers use weapons to aid them, but forgotten mages do not. Therefore, they should be wielding a staff corresponding to the spell that they most commonly use (e.g. a salve mage would wield an air staff, a celestial mage would wield a celestial catalytic staff). That way, it is an easier way to obtain staffs, while making mages harder to kill in the process. Introduce Certain Weapons/Armors into the Dungeons Some weapons and armor pieces don't seem to make their appearance in Dungeoneering, which kinda saddens me. Therefore, I say that there should be maces, halberds and crossbows being new appearances, in addition to a shield for ranged/magic. - Mace - Crush/Stab based. Same speed as rapier, slightly stronger with a tiny prayer bonus. Takes 2 bars to make. - Halberd - Slash/Stab based (?). Same speed as 2H. Ability to hit from 2 squares away. Takes 4 bars to make. - Crossbow - 1-handed ranged weapon. Same speed as longbows (in dungeon). - Bolts - 1 bar makes 20 (same as arrowheads). Cannot be poisoned. - Magic shield - Good defense against magic/melee, not against ranged. How to create: - Fletching is required for the ranged shield, while runecrafting is required for the magic shield. - You need 5 levels above the necessary level for the tier. For example, to create a spinebeam shield, you need 45 fletching. To create a bryll shield, you need 45 runecrafting. - If left unenchanted, it will be a ranged shield. If you enchant it on the runecrafting altar, it will be a magic shield. Expand on the Bind Limit (credit: Dragonlordjl) The current bind levels are 1 item + a stack of 125 ammos at 1, 2 + ammo at 50, 3 + ammo at 100, and 4 + ammo at 120. I must say, however, it seems rather unbalanced. I mean, really, a 14M difference and a 90M difference between an extra bind(s)? So, I'm going to suggest a change in it. 1: Bind 1 item + an ammo stack of 125 30: Bind 2 items + an ammo stack of 150 60: Bind 3 items + 2 ammo stacks of 150 90: Bind 4 items + 2 ammo stacks of 175 120: Bind 5 items + 3 ammo stacks of 200 Boss Room Warning (credit: will_holmes) In party dungeoneering, there is this pretty big problem that when 2 people reveal the boss room at the same time, one of them accidentally enters the room, therefore being forced to fight the boss. Therefore, I shall introduce a confirmation warning that says if you wish to fight the boss or not. That way, if you try clicking on the boss room at the same time as another person, you would just see the warning instead. Sure, it makes things slightly slower, but better slow than dead! Changes to Death Penalties Recall that dying gives you a big exp deduction from your total exp earned from that floor. I must say though, that is very unfair. By having an honest effort at trying to kill a boss monster, we get penalized for that? Therefore, I suggest that the penalty is lessened per death. If you do not die, you don't lose anything. For every death, you lose 1% of the modifier. It stops decreasing after 15 deaths (max at 15%, which is equal to the penalty of 1 death atm). Arrows in Deamonheim Should Have Better Ranged Strength I sometimes wonder why the arrows in Dungeoneering have surprisingly low Ranged strength... Sagittarian arrows only have +46, which is not even the power of rune arrows. Fractite arrows only fall between steel and mithril too. The ranged strength of the arrows should be boosted big time. Perhaps something like this: Novite: +5 Bathus: +10 Marmaros: +22 Kratonite: +35 Fractite: +47 Zephyrium: +58 Argonite: +70 Katagon: +82 Gorgonite: +95 Promethium: +106 Sagittarian: +120 (Ok, +120 might be a bit overkill... but other tier 11 items have insanely high bonuses too, so why not ranged?) Have Musicians Be in the Dungeons In everywhere else of Runescape, there would always be musicians out and about the land. But why isn't there a musician in the dungeons of Daemonheim? Therefore I suggest this: a Fremmenik musician will be available for use in the Smuggler's room, and any random room elsewhere. The Fremmenik musician would be playing a bard, just like the one near Draynor. The tune it will play, however, will be a slight remix of the dungeon themes. For example, in the Furnished floors, it will play a remix of one of the Adorno songs. Also, on the Daemonheim peninsula itself, should be another musician. It will be located at the ruined castle, near the banker and the tutor. It will play a remix of "Born to do this". Dungeon Size and Difficulty in the Party Interface Ever wondered in a team situation, what the size and difficulty is? Well, with this, it negates the need to ask for these. You can simply refer to the party interface! Of course, while solo you are unable to change this, and you can never choose a difficulty above the amount of players. However, in a team, this is very useful as people will be able to know more about their floors. Keep Party Interface open in the Dungeons by Default It's really annoying that, whenever you enter a dungeon or use home teleport, the quest interface takes its place. We aren't questing, so why default back to the quest? Therefore, I suggest that the Party Interface is left permanently on while dungeoneering. Or even, add a whole new tab for party interfaces (and another for Summoning). Indicate Where your Gatestone is on the Map In large dungeons, you might forget where you put your gatestone. That is why, the world map shall indicate where you placed it! On the map, it will come up exactly like the gatestone inventory icon for easy recognition. Farming Patch in Smuggler Room This is mainly for convenience purposes, as you can make runes, armor, pouches, bows, weapons and stuff in the main room, but can't use farming to make potions. Having to manually construct one seems stupid either, given the usefulness of the groupstone portal. Therefore, I suggest that the farming patch should be placed next to the exit ladder. Have the Token Cost of Rewards Lowered Equal to Level Requirement As many players have noticed, the token cost of many rewards are much higher than their actual level requirement, making some things like the bonecrusher extremely long time to get. Its token cost is something like the amount of tokens you can only receive at the 50's, yet its requirement is level 21. Therefore, I suggest a lowering of the cost of items. - Bonecrusher: 34000 -> 500 - Gem bag: 2000 -> 750 - Coal bag: 4000 -> 2000 - Arcane pulse necklace: 6500 -> 1250 - Arcane blast necklace: 15500 -> 10000 - Arcane stream necklace: 30500 -> as is. - Longbow sight: 10000 -> 5500 - Law staff: 10000 -> 6000 - Nature staff: 12500 -> as is. - Scroll of life: 10000 -> 7500 - Tome of frost: 43000 -> 8300 - Gravite weapons: 40000 -> 6000 - Anti-poison totem: 44000 -> 25000 - Mercenary's gloves: 48000 -> as is. - Scroll of renewal: 107000 -> 44000 - Scroll of augury: 153000 -> 145000 - Chaotic weapons: 200000 -> 190000 - Dungeoneering shields: 200000 -> 190000 Title System Ever gotten some nice titles at the end of the dungeon, but don't get to keep it? Then there is something called a "title system" to keep track of which titles you have already gotten. It works similar to dungeoneering journals, in which you must talk to the tutor to see which titles you have received. In the adventurer's log, you will only get an update per new title gotten so it won't spam up the log. If you already got "Survivor" once, you won't get the message again. Groupstone/Gatestone Shown on Map Ever wondered where the group's stone is located, but too lazy to teleport to that spot? Well, here is the suggestion: show the groupstone/gatestone on your map! For gatestones, the map will only display your own, and will be marked in the room it is put. Same applies to groupstones, but if it is in a player's inventory, it will be displayed next to that person. Dungeoneering House Themes Ever loved Daemonheim so much that you want to make your own house that theme? I suggest the ability to construct houses of each theme, both requiring construction and dungeoneering to build! Frozen: Level 1 Dungeoneering and Construction. Also must have completed 1 frozen floor. Abandoned: Level 23 Dungeoneering and Construction. Also must have completed 1 abandoned floor. Furnished: Level 35 Dungeoneering and Construction. Also must have completed 1 furnished floor. Occult: Level 71 Dungeoneering and Construction. Also must have completed 1 occult floor. Warped: Level 95 Dungeoneering and Construction. Also must have completed 1 warped floor. --- These are all the suggestions that I have for now. I might add more if I have the time. But for now, please take the time to read these. :)