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Dev Blog: Skillcape Perks

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BroBLOOD
Mar Member 2024

BroBLOOD

Posts: 145 Iron Posts by user Forum Profile RuneMetrics Profile
great idea's. herblore cape is win-win cooking; thief, attack, hunter, and construction--magic--. Please account I find this all hard to read. Varrock hard 3 gives 2 ores 'per' node.?? Fletching smithing --- I forgive your obtrusion this is not even talked about in the monthly column.
Please consider the artificial cercumstances of zeah and sailing before these minuite (small)changes effect

18-Sep-2015 22:33:15 - Last edited on 18-Sep-2015 22:34:26 by BroBLOOD

Magyk

Magyk

Posts: 7,261 Rune Posts by user Forum Profile RuneMetrics Profile
Attack - Increase accuracy by 10% (or a more balanced percentage?) Something to rival the firecape in terms of being more accurate, would be good for corp etc maybe?

Strength - Increase damage by 10% (or a more balanded percentage?) Something to also rival the firecape in terms of slightly increasing strength bonus but losing out on some firecape perks. Good for max strength bonus?

Defence - Increase the defensive bonuses by 10% (or same as above) It would be used for tanking mainly.

Each cape would be better than firecape in the respective bonus, but overall would lose out on the overall perks of a firecape but would all be useful in certain scenarios. Would only use 1 at a time for max cape if people want all perks on 1 cape.

Ranged - Acts as accumlator and a small addition to ranged attack. Would make it more than just a cosmetic update but not make it extremely overpowered.

Prayer - Reduce the prayer drain speed by a certain amount. Would make it an actively better cape, as people either don't use wrench much or would use it in places where 1 inventory spot isn't a huge loss. Slowing the drain rate would allow somewhat longer trips at bosses and save some money but shouldn't be made ridiculously OP.

Magic - With John C's proposed new altar in POH, this wouldn't be that great a perk. My idea is either 5 or 10 free casts of any spell once a day. This wouldn't be greatly overpowered as there is so few free spells but would be useful in a multitute of ways; Saving a space for a free teleport, making a small amount of money with a spell which can do so (similar to daily battlestaves), if you are somewhere far from a bank and want to cast a spell then you're in luck, and would require you wear the cape.

Hitpoints - Acts as ring of life or stack the rapid heal with prayers or cure poison but not venom?

Runecrafting - Decreased chance of degrading pouches would be the best option, can't think of anything which would be better here.

18-Sep-2015 22:33:57 - Last edited on 18-Sep-2015 23:06:37 by Magyk

Magyk

Magyk

Posts: 7,261 Rune Posts by user Forum Profile RuneMetrics Profile
Construction - Double the amount of time between paying butler. Would save money and slightly affect xp rates, free teleports isn't greatly needed and probably would be dead content with the current idea. This would mainly be for post 99 training.

Agility - Acts a graceful cape including weight reduction but also gives the full graceful bonus even when not wearing every piece, this will make more than just cosmetic but not devalue graceful as the extra weight reduction would still be useful.

Herblore - Small percent chance that the secondary is enough for 2 potions, this would mainly save some money and not affect xp p/h.

Thieving - Be able to double pickpocket every time (same xp rate but more money) Would make pickpocketing and blackjacking a viable money maker and the already good xp rates which would get people away from PP.

Crafting - Work as unlimited thread, would mean you can make an extra dhide body every inventory which would slightly increase xp rates but also make the skill a tad more afk if you choose to do dhide bodies. Would affect prices of dhide bodies as thread is so cheap, most would still probably do battlestaves unless hide prices go down.

Fletching - Small chance to create 2 bows or 2 sets of bolts/ darts in 1 tick. Would slightly affect xp rates but not greatly, can't think of much else that would be useful for this. Bolts and dart chance would be much lower as you can make more faster.

Slayer - I like this idea. Either this one of the skip one task free a day would be fine.

Hunter - Small percent chance you loot 2 things from 1 trap, for chinchompas the 2nd one wouldn't give xp but for other things, it would give more xp, this would make other training methods more viable and make hunting chinchompas slightly more profittable.

Mining - Has the Varrock Armour 4 effect and works at Mlm. Could be balanced to not make it too overpowered but still useful.

18-Sep-2015 22:34:05 - Last edited on 18-Sep-2015 23:10:39 by Magyk

Magyk

Magyk

Posts: 7,261 Rune Posts by user Forum Profile RuneMetrics Profile
Smithing - This would either be useless as what other gloves would you use whilst goldsmithing or be overpowered if it stacks. Perhaps a small chance that you save a bar when smithing an item as your expertise manages to smith the item you want will less bars. Would save money and not affect rates.

Fishing - Gives the ability to catch two or even three fish at the same time (or vary it depending on the fish). Similar to how big net fishing works, you would get more fish per hour which would make fishing a more viable money making method at 99 (wouldn't work at barbarian fishing) Could either give no fishing xp or the same fishing xp for the second fish to make some dead content more viable for training and money but not make it near the rates of barbarian fishing. Maybe require barbarian hand fishing to catch multiple?

Cooking - Although I like the idea presented, it may devalue some higher level foods where you still burn them after 99 maybe? Another idea could be to have a small percentage chance to cook two of an item at the same time. Would be a small percentage but would slightly boost xp and gp gain but not greatly.

Firemaking - With Kandarin helm and few places where a light source is needed this should change. Perhaps give a small chance that you salvage your logs from the fire (aka they don't burn). Would act as a small money saver for those who train past 99. Percentage would be 5% maybe so you save 1 log per inventory on average? Could be changed.

Woodcutting - Gives the ability to cut two or even three logs at the same time (or vary it depending on the logs). You would get more logs per hour which would make woodcutting a more viable money making method at 99. Could make the extra logs eitehr give no xp or the same xp to make some more dead content more viable but nothing that would rival the best woodcutting xp. (Would need to be balanced like fishing)

Farming - I like this one, could be 10% though. Don't think that would be too OP.

18-Sep-2015 22:34:24

Magyk

Magyk

Posts: 7,261 Rune Posts by user Forum Profile RuneMetrics Profile
BroBLOOD said :
I agree with maygk


Thanks :)

The main idea behind my ideas was to revive some dead content, make some skills viable for skilling for money post 99, or general things which wouldn't be dead content on arrival and actually be used.

A lot of the ideas would increase xp on dead content or make them an actual money maker which would move the game away from being a game where PvM outdoes most skilling methods.

For the combat capes, was trying to go for ideas which would make each cape viable in different scenarios but would make them better than firecape in some respects but overall still be worse than it. Would need to be balanced that way.

Edit: Also I think max cape should have all perks either way.

18-Sep-2015 22:44:57 - Last edited on 18-Sep-2015 22:45:25 by Magyk

sad skunk

sad skunk

Posts: 24 Bronze Posts by user Forum Profile RuneMetrics Profile
Woodcutting cape: 10-15% chance of cutting 2-3 logs instead of one when woodcutting, aswell as either giving 1 permenant lvl boost or bird nest boost. this would actually make 99 wc rewarding. PLEASE I WOULD LOVE IT

18-Sep-2015 22:50:33 - Last edited on 18-Sep-2015 22:59:20 by sad skunk

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