I know other people have said it, but I really like the idea of the herblore cape being able to decant your whole inventory of potions. It's a nice bonus, not too overpowered and not weak. It doesn't really make sense that our characters can't do it themselves, anyway. It shouldn't be limited use, though, it's really not strong enough for that restriction.
I also really like the idea of the cooking cape perk, never burning anything. It seems to truly say that your character is a master of cooking.
I'd like it if the thieving cape were a little more powerful. All the 99 capes should make you feel like you're a master at what you're doing, and a 10% increase is a little too low. I think the same goes for some of the other capes, like fishing only giving you 1 more level. A level 95 fisherman or thief without a cape shouldn't be able to compare with a level 99 one.
I must admit, I can't quite think of a bonus that's better than skipping to the cyclops for the attack cape, but it just feels a little too weak in my opinion. The same goes for the slayer cape- who still goes for slayer assignments after hitting 99, unless you're trying for 200m XP? I think it should provide a small damage boost against all slayer monsters, or maybe ports to popular spots.
Some of these perks do feel too focused around still gaining XP after 99, something that few people even care about. Cooking, for example, has almost 20,000 99s, but only 75 people bothered with 200m. They should be redesigned to make a skill feel more powerful, not just faster to train. The fishing cape especially shouldn't just raise your catch rate a tiny bit for the sake of more XP, as the blog says- it should provide a visible but reasonable boost, or something else that proves useful. Maybe you no longer need any bait while fishing? Still a little weak, but better than a boost by 1 level.
22-Sep-2015 17:49:02
- Last edited on
22-Sep-2015 18:08:30
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Tuname