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Even more acceptable for OSRS implementation
 
 
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Envision a rougelike dungeon crawler in OSRS, my groin will be moist. Proceed through different amounts, RS gold dungeon to dungeon progressively boosting your stats and equipment out of tomes and equipment that you find in chests and out of monsters. The difficulty of monsters and supervisors would become increasingly difficult and should you die, you're completely reset. Why does Slayer need to become a skill? Just change it to work like farming contracts together with the higher level creatures locked behind higher battle, and the slayer specific creatures would only be killable on task. That is why I never understood that the anti-skill argument, it's possible to literally erase like 50% of the current abilities and flip them into tasks rather with exactly the exact same effect.

The biggest gap is slayer has a direct action (a"verb") which induces experience - dungeoneering doesn't. Every skill from the sport is similar to this - fishing a bass provides you fishing exp. There are no skills that are"complete this set of other skilled activities to get a lump of exp in the end". Slayer comes the nearest but additionally, it still can be argued as"killing the monster" as the lead action.

Minigames do, however, follow the"do several skilled activities and receive a reward in the end" pattern. Barbarian assault you get things at the end of a tide. Castle Wars you receive a victory/tickets in the end. The most obvious example is the fishing trawler - fishing is the ability, however trawlering is a minigame because it would be bizarre to have the skill be"fish trawlering", So dungeoneering fits much better as a minigame than a skill for the same reason we don't require a Pest Controlling ability or a Fishing Trawlering ability.

This was the sole opportunity Jagex overlooked with dungeoneering. Primary instruction of this skill shouldn't happen to be centralized to only Daemonheim, but also provided in the plunderable dungeons across the world that wouldn't only grant one-off exp dumps, but repeatable dungeons that were solved such as dungeons in Daemonheim, together with the principal resources/rewards (Frost Dragons, minable rocks, etc.) being placed in the conclusion, and which makes it into these last areas/rooms could lead to exp. drops. This would've balanced the farming of what was considered benefits for dungeoneering in the higher degrees -- and might make it even more acceptable for OSRS implementation.

The"primary" dungeon should have been something that you unlocked at like 90 Dungeoneering and should have been much tougher. Dungeoneering could also have unlocked"overrun" dungeons that once"cleared" become a normal non-overran dungeon that could have great resources to buy runescape gold safe; Kinda like leveling up for Slayer unlocks enemies with greater loot tables. Dungeoneering should also unlock new Slayer creatures that were"hidden away" that you alert your slayer master of so it's possible to get jobs for them at the suitable slayer level (could state something if you're underleveled for them such as"Stay away from them for now, thank you for alerting me of them").
 

 


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