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Dev Blog: Skillcape Perks

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Dig

Dig

Posts: 185 Iron Posts by user Forum Profile RuneMetrics Profile
Great idea, but some of this stuff is way too Over-Powered.

Apart from Agility, Herblore, Fletching, Fishing, Firemaking & Woodcutting; the skillcapes give you way too much of a benefit in my opinion.

Why were skillcapes initally brought into the game? As a way of showing off your achievement.

Skillcapes are for cosmetic purposes, and as much as I'd like to see them have these effects in-game, it will render the game that tiny bit 'easier'.

Sorry; but I'm going to have to vote 'no' if the current cape effect ideas are polled.

18-Sep-2015 15:22:36

Grrr Help

Grrr Help

Posts: 399 Silver Posts by user Forum Profile RuneMetrics Profile
Awesome Idea!

Love this, a thought on the Max cape.

I would say that the cape has all abilities simultaneously, however each individual 99 cape could have 1 of 2 possible perks, when you receive a 99 cape, you should choose between the two.

The Max cape can then be varied, meaning the possibilities of wearing a Max cape can be more varied.

I think this would create more fun and a more tactical approach to wearing your Max cape.
@MartinKappa_L
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Owner & Co-Founder
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18-Sep-2015 15:29:28

Desi

Desi

Posts: 620 Steel Posts by user Forum Profile RuneMetrics Profile
attack cape - when monsters
become passive, hit attack cape
they attack once more, no need
to leave and reenter location

strength - have the ability to push
an opponent once
(like the d spear spec)
with a cool down of 5 minutes

defence - have the ability to block
the opponent/monsters next hit to 0
cool down of 10 minutes
ranged - acts as accumulator

prayer - bury bones to restore prayer
points

magic - unlimited teleports to any spell
book teleport of your choosing (option
to change only occurs once a day)
hitpoints - acts as a pheonix necklace
once a day

runecraft- no degrading of bags whatsoever
construction - all wood cut, turns into planks

agility - reduces drain rate of run, no weight
reduction, just matches restore rate of full grace
ful

herblore - all tiem 5 %chance to save secondary item

thieving - 10 percent pickpocket increase

crafting - unlimited teleports to crafting guild

fletching - 5% chance of saving items used to fletch
slayer - you choose a task, once a day

hunter - increases the chance of your
traps being succesful when set up and worn

mining - 10% chance of double ore

smithing - similar effects of scroll of efficiency
in rs3

fishing - perm boost of 105 fishing

cooking - never burn anything

firemaking - 10% chance wood cut
is burned immediately for xp

woodcutting - 10 % chance of 2 logs per cut
farming - 5 % increase in yield

18-Sep-2015 15:34:10

Rancor
Sep Member 2020

Rancor

Posts: 223 Silver Posts by user Forum Profile RuneMetrics Profile
So I know this is a bit of a tangent, but can we please stop thinking of the Fire Cape as the holy grail of capes that should never be beatable for melee? It's very doable to get a Fire Cape with less than 1 million total experience, and for some reason the best melee cape in the game is almost exclusively done with ranged methods.

Meanwhile, an Attack or Strength cape takes at least 13 million experience, usually significantly more because they are levelled together. Why is it that this significantly higher investment can't even hold a candle to the fire cape? Besides, is it really all that interesting to have everyone running around in Fire Capes rather than seeing more variety in combat situations?

Current Fire Cape stats: +1 all Attack, +11 all Defense, +4 Strength, +2 Prayer
Current Skillcape (t) stats: 0 Attack, +9 all Defense, 0 Strength, +4 Prayer

I propose that we change the Attack, Strength, and Defense capes such that we end up with the following:

Fire Cape stats: +1 all Attack, +11 all Defense, +4 Strength, +2 Prayer
Attack cape stats: +5 all Attack, +9 all Defense, 0 Strength, +4 Prayer
Strength cape stats: 0 Attack, +9 all Defense, +4 Strength, +4 Prayer
Defense cape stats: 0 Attack, +13 all Defense, 0 Strength, +4 Prayer

The fire cape will still be better for generalist situations, but the Attack cape will be slightly better when accuracy is important (dragons, Corp, etc.), the Defense cape will be better for certain slayer tasks and/or bosses, and the Strength cape will at least be comparable when Strength as a stat is required.

18-Sep-2015 15:38:30 - Last edited on 18-Sep-2015 15:40:21 by Rancor

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