The recently released game called “RuneScape: Dragonwilds” unexpectedly debuted this month, swiftly outpacing other games in Steam’s most popular emerging titles. This game, a survival crafting RPG set in the RuneScape universe and presented as an open world, has revamped or advanced all the classic RuneScape features, offering many players a reinterpretation of the original RuneScape adventure that they fondly remember. The game maintains the nostalgic charm of the older RPG while updating it to feel contemporary and new.
Although Dragonwilds currently offers plenty of enjoyable aspects, it’s essential to note that it’s still in Early Access phase, meaning there’s a significant amount of refinement and development needed before its official launch. The developers have a vision for the game, but they remain open to incorporating unforeseen mechanics suggested by players, some of whom are already expressing their desires for specific features to be included in the game.
Based on my enthusiastic perspective, here’s a rundown of essential features I believe should be included in the development phase of RuneScape: Dragonwilds, being one of its dedicated fans.
1. Armor Sets Untied from Weapon Skills
In the thrilling realm of RuneScape: Dragonwilds, I’m constantly yearning for an expanded arsenal! The game boasts over a hundred unique weapons and armor sets already, yet I find myself eagerly anticipating more. It’s the collector in me; I simply adore amassing swords, axes, and helmets of every kind. That said, there’s one area that could undeniably benefit from an upgrade: the interaction between weapons and armor. The game would truly shine with a revamp of this system to make it more engaging and immersive.
Currently in the game RuneScape: Dragonwilds, there’s an issue with the armor sets as they currently boost weapons based on which set you’re wearing. Heavier armor enhances melee, while medium (or leather-based) armor boosts ranged. Personally, I dislike this setup because it significantly restricts the variety of player builds by making one set clearly optimal for the type of weapons you prefer. I can’t help but miss the old Barbarian-style build, where you wear light armor and wield a two-handed weapon. In RuneScape: Dragonwilds, attempting to follow this build feels ineffective. I hope they reconsider this design choice.
2. Weapon-Based Skill Trees
In relation to our discussion about weapons, wouldn’t it be interesting to incorporate specialized skill paths for each weapon type within RuneScape: Dragonwilds?
In a slightly unconventional manner, the new approach deviates from RuneScape’s traditional method, which has always categorized weapon skills into Attack for melee combat, Ranged for bows, and Magic for spells as demonstrated in RuneScape: Dragonwilds. However, it seems that times are evolving, and one might argue that this three-skill system can oversimplify the process of player progression, potentially offering a less nuanced gaming experience.
As a dedicated gamer in RuneScape: Dragonwilds, I’ve always appreciated the unique qualities of weapons like axes, swords, two-handed weapons, and daggers. It wouldn’t be such a bad idea if the Attack attribute were broken down into separate skill trees tailored for each weapon. This would open up new skills, spells, and effects to discover as you delve deeper into mastering each weapon. I dare say this specialized progression would make gameplay significantly more engaging, particularly when it comes to magic.
3. Classic RuneScape Skills Like Divination, Necromancy, Summoning, and Prayers
In the original RuneScape, premium players had access to unique skill trees that were not available in RuneScape: Dragonwilds. These additional features, which required a paid subscription, significantly expanded upon the basic game and became preferred playstyles for many gamers. In RuneScape: Dragonwilds, these advanced skills could be employed to enhance both mage and fighter-style characters, greatly expanding their gameplay options.
In a different context from Runescape’s conventional battle system, there was a practice known as Necromancy, implying that it’s possible to develop distinct and intricate combat skill branches without disrupting the overall game balance, which is what we are discussing in the second part of our list.
In classic RuneScape, prayers were a highly recognizable fighting ability, used by virtually every player for various boosts. Their absence makes the combat system in RuneScape: Dragonwilds seem sparse, notably less vibrant when compared to its aged role-playing game counterpart.
Indeed, there are several traditional RuneScape skills noticeably absent in the current version, which I anticipate will be introduced gradually: Fishing, Slayer, Herblore. It’s clear that RuneScape: Dragonwilds still has a significant journey ahead during its Early Access phase, and I eagerly hope it can match the richness of gameplay that the original game offered when it fully matures.
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2025-04-30 23:16