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Dev Blog: Skillcape Perks

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Starcry

Starcry

Posts: 1,330 Mithril Posts by user Forum Profile RuneMetrics Profile
I don't really like the idea of having to wear the cape. Maybe if it was a passive effect after reaching a 99 skill that would fit better.

I don't want to have to get out my farming cape to farm some crops, then get my firemaking cape out to search an underground cave for monsters, then equip my defence cape to start killing them, then equip my cook cape to cook some food while down there, then equip some other cape to tele out.

Also, defence and hitpoint capes would be more powerful than attack or strength during combat, so you couldn't wear attack or strength to be efficient. (with the current proposed perks).

All in all I am struggling to see how this would fit in the game without making it unecessarily complicated and actually offering something substantial while not overpowered or forcing you into a style of gameplay of what to wear and when.

18-Sep-2015 18:33:03

Eagle Eye

Eagle Eye

Posts: 630 Steel Posts by user Forum Profile RuneMetrics Profile
Stardy said :
After reading some more on here, I genuinely believe that many players will be super unsatisfied with whichever perk gets picked for each skillcape.

Would it really be so bad to have more than 1 perk per cape, if they were small?

E.g. Range cape: +4 range att bonus, AND can pick up arrows like Ava.
Construction: 5 daily teleports to POH AND no butler cost.

After all, 99 does take a long time to get.


:P all my suggestions are to be added on to the effects they already had tbh apart from herb/fletch both of them pretty usless.

18-Sep-2015 18:34:03

Stardy
Feb Member 2012

Stardy

Posts: 5,293 Rune Posts by user Forum Profile RuneMetrics Profile
Since everyone's comments are going to get super lost when J Mods come to read them, all I can say now is that I really hope all the options are polled sensibly and in great detail...
Please support a toggle-able OSRS graphics update based on 2008 HD. Quick find code: 322-323-532-65685528

18-Sep-2015 18:38:42 - Last edited on 18-Sep-2015 18:38:53 by Stardy

Stardy
Feb Member 2012

Stardy

Posts: 5,293 Rune Posts by user Forum Profile RuneMetrics Profile
Ce1estia said :
I will be voting no to all of these as this ruins the integrity of the game that so many players want to keep.


Remember you... you wanted sailing right? You gotta let stuff go. These are TWEAKS to EXISTING content, not major updates.
Please support a toggle-able OSRS graphics update based on 2008 HD. Quick find code: 322-323-532-65685528

18-Sep-2015 18:46:22 - Last edited on 18-Sep-2015 18:47:46 by Stardy

Fong uwu

Fong uwu

Posts: 3 Bronze Posts by user Forum Profile RuneMetrics Profile
What has to be taken into consideration with the perks, is the individual who wears the cape has already achieved the maximum level, and not a great deal of skills are beneficial to do after 99. So the cape has to offer something that doesn't necessarily offer a gp saving alternative, but something that just makes it more tolerable or just a rewarding perk for their previous efforts grinding to 99 originally.

Where some of the capes perks may seem really overpowered, people would have to choose to lose a best in slot for the effect. and maybe something like a timer could be added, so you would have to wear the specific cape for a set amount of time to start receiving the perk.

E.G Wear the attack cape for 30 minutes to receive the bonus, so people couldn't just cape switch every 5 minutes


Skill - New Perk Ideas (Some unchanged)

Attack - Restores special attack twice as fast.

Strength - When worn, you can select the attack style of 2 weapons you plan to use to ensure you don't use the wrong attack style. The 2 items will be changeable (Most pures have 99 strength, so this would be to satisfy them)

Defence - Ring of life effect

Ranged - Ava accumulator effect

Prayer - Holy wrench effect (With possibly option to add your Falador Shield to it for the prayer restore award in comparison to your Falador Shield)

Magic - Allows you to teleport to the Lunar and/or Ancient altars once per day

Runecrafting - Pouches take 2x as long to degrade, possibly never degrade?

Construction - Doubles the price to keep the butler. But doubles the amount of uses before he asks for payment

Hitpoints - Allows your hitpoints to regenate over 99 to a cap of maybe 115 like a Saradomin Brew? (Cannot eat food over 99 hp to avoid abuse)


Post 1/2

18-Sep-2015 19:02:26 - Last edited on 18-Sep-2015 19:04:19 by Fong uwu

Fong uwu

Fong uwu

Posts: 3 Bronze Posts by user Forum Profile RuneMetrics Profile
Agility - Acts as Graceful cape, and means you will never fail an agility shortcut anywhere.

Herblore - Ability to make complete potion in one go. e.g 9 Waterfilled Vials, 9 Herbs, 9 Secondarys. 1 option to make 9 complete potions.

Thieving - 10% improved chance of thieving around world map. And 25% chance of double loot

Crafting - Chance of making 2 items in 1 go. Whether it be dragonhide armour/battlestaves. (Still uses resources for 2 items if it makes 2)

Fletching - Ability to cut logs into bows and add bowstring in one go. Alot like the herblore effect.

Slayer - Ability to get assigned the same task back to back, or possibly have a small list you can choose a task from once per day.

Hunter - Maybe can hold box traps, when operated sets-up the traps (same amount as maximum traps allowed now)

Mining - 10% chance of double ore

Smithing - Chance of making 2 items in 1 go. (Still uses resources for 2 items if it makes 2)
Fishing - Holds all fishing equipment. meaning no Rods/Nets/Harpoons etc for any fishing spot.

Cooking - Prevents you from burning anything

Firemaking - Acts as a tinderbox, when worn, dropping a log acts like lighting it (still has the mechanic of moving a square to avoid spam dropping)

Woodcutting - Free entry to Tai Bwo Wannai Trio woodcutting area

Farming - Holds each of the farming items required to dig up and plant seeds etc. So no need to carry arround farming items. Just an axe and cape.

18-Sep-2015 19:03:20

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