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Dev Blog: Skillcape Perks

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Devil X18
Oct Member 2017

Devil X18

Posts: 35 Bronze Posts by user Forum Profile RuneMetrics Profile
those are awsome ideas but for the fact that sofar the only 99 i have in oldschool is fletching getting a knife out of my cape was realy worth the grind while some other capes gives much larger effects

my suggestion : speed increas on cutting logs into bows or when making arrows/bolts

19-Sep-2015 16:56:40

RunRabbitRun

RunRabbitRun

Posts: 5 Bronze Posts by user Forum Profile RuneMetrics Profile
If this does happen, I'll only use the magic cape, prob over firecape (exception is no magic cape charge). Switch to normals to throw a teleport block and then ice barrage.

This is overpowered and will create many new lures, unrealistic/destroying team based PvP. e.g. no need for teleport blocker + 2/3 ancient mages.

At the very least, the magic cape cannot be used in the wilderness but yeah, have a very strong think about that Jagex, maybe even +9 Magic offense. The prayer bonus/defence bonus will make it a strong cape but i'll always chose my zammy cape over anything (except if this new mage cape comes out with full effects within wildy).

This account only exists and is dependent on Team Based PvP, I'm going to try Green dragons/Easts @60/90/47/90~/94/94/52 and eventually go to a piety 60 attack pure.

Please don't **** this up. Dark*cape isn't 07 (Legacy is a joke, there's no ruthlessness in it like 07) and theirs many of us enjoying this PvP experience so far on 2007. It's embarrassing how badly this company was brought out and management forced EoC/Wheel of Fortune etc.etc. Everyone I knew quit, I personally did without even trying it.

OSRS, keep to your roots. Don't let this game changing cape ruin the med-high level PvP experience.

p.s. i wonder if ahrim's sets/max mage will rise..?

19-Sep-2015 16:59:51 - Last edited on 19-Sep-2015 17:01:09 by RunRabbitRun

RunRabbitRun

RunRabbitRun

Posts: 5 Bronze Posts by user Forum Profile RuneMetrics Profile
whitepaladi9 said :
how about magic cape allows you to cast high alch and enchant gem spells faster (cancel animations)? :)


High alch for free + xp e.g. no runes lost, so more profitable/a little extra gp alching *insert item*

I think 1 free teleports to lunar/pyramid is PERFECT. It's just a normal teleport, built into the cape to let us use different spellbooks quickly when switching tasks. A free teleports a day is like "spell swap" yet will cancel out it being abused.

That free teleport is going to be convenient*, a small time save. Enables players to go from pvp to skilling or pvm to pvp *****c.

Thanks for listening

19-Sep-2015 17:27:10

ZephyrRoad

ZephyrRoad

Posts: 7 Bronze Posts by user Forum Profile RuneMetrics Profile
Love this idea!

Farming: Act as magic secateurs and magic watering can.

Agility: Need to be able to run faster/longer (match graceful bonus)

I like the idea of having to activate a certain cape from the max cape.

Would be nice to have a visible indication that the cape is having an effect on the player.

Dont cater to pvp or pvm with combat capes when making decisions. If you do, then it will be op i promise. Just give them something special that MAKES SENCE with the corresponding skill.
ZephyrRoad

19-Sep-2015 17:53:03

AZER

AZER

Posts: 9 Bronze Posts by user Forum Profile RuneMetrics Profile
The max cape should have all the effects combined in my opinion, maybe with some small balancing tweaks.

I don't understand why a lot of players are against the idea of making the max cape powerful. It takes a lot of time to get it, shouldn't the reward be of equal value? Many argue that the average player will never be able to achieve this, which is true, but why punish the players that do want to invest the large amount of time to achieve it?

I feel that combining the skillcape effects will offer the perfect balance between a useless cosmetic max cape and a best in slot combat cape :)
#1 Lurker

19-Sep-2015 18:04:11

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