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Dev Blog: Skillcape Perks

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BAGS45
May Member 2015

BAGS45

Posts: 4 Bronze Posts by user Forum Profile RuneMetrics Profile
I love this idea really make the 99 capes feel useful.

I don't however think it should be worried too much about making them overpowered (as long as there not ridiculous) as they have to be pretty good as it would make a 99 feel really worth it especially in the skills where training to 99 gives little reward. For example with the hunting and construction capes would it make it too overpowered to make those teleports unlimited? (maybe black chins as it might effect pking) but teleing to red chins would be usefull but not too overpowered and construction cape giving unlimited teleports to your house would effectively just remove the use for house teleport tabs but considering 99 construction isnt the easiest thing to get that still seems like a reasonable reward i just don't see why they need to be limited to a certain amount a day.

obviously however the combat capes shouldn't actually effect combat in anyway as that can affect best in slot however I do really like all the current suggestions (especially defence) accept strength which seems a bit weak. Fletching and herblore also seem extremely weak i saw someone earlier in the thread suggest maybe making the herblore cape give the chance of making a full potion which i think could be good or maybe instead of giving you those tools make them act as those tools? meaning you don't need them

23-Sep-2015 23:11:09

Redart15
Feb Member 2024

Redart15

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
Hi,
Some of the effect on the cape seems to be rather weak.
Here are my suggestions:

Magic
: Safe runes while casting spells.
Herblore
: Safe secondary ingredient while making potions.
Hitpoint
: Should stack with rapid heal prayer.
Prayer
: Should stack with Holy wrench.
Construction
: Butler can act as bank but charges money (10k each time).
Woodcutting
: Greater chance to get nest. Nests are going into the inventory.
Strength
: Can be fused with firecape. Firecape is destroyed in the process. Effect of firecape is lost on death ( even if cape is kept, u keep in safe minigames the effect).
Hunter
: Traps are always smoked.
Fletching
: You are able to fletch bows as fast as you are able to string them/ Fletching bow will also string them if you have bowstrings.
Slayer
: Canceling Task and Blocking Tasks cost half the price. Unlimited teleport to Stronghold Slayer cave.
Crafting
: Unlimited teleport to Crafting Guild. Half the price to tain hides in the guild.
Smithing
: Unlimited teleport to Blast furnace. Gold gauntlets effect.
Fishing
: You are able to fish a swarm of fish, up to 6, this require to have a big fishing net( you are not getting any xp for extra fish).
Quest cape
: Unlimited teleport to Champions' Guild, Heroes' Guild, Legends' Guild, Pollnivneach.
Archivment cape
: Act as a Ardougne cloak 4. Just the effect not the the stats.
Music cape
: You are able to play the lyre like in Fremennik Trials.( separate the play from teleport).

Well that's it.

24-Sep-2015 00:30:50 - Last edited on 24-Sep-2015 00:36:43 by Redart15

I ReportBots

I ReportBots

Posts: 539 Steel Posts by user Forum Profile RuneMetrics Profile
X2 hp restoration for hitpoints cape is too much; I think the cape would be overpowered. How about something like a temporary 5 hp boost?

Herblore, fletching and fishing capes could increase potion-making, fletching and fishing speed, respectively.

24-Sep-2015 02:43:31 - Last edited on 24-Sep-2015 03:02:04 by I ReportBots

Skill Dragon
Jul Member 2011

Skill Dragon

Posts: 294 Silver Posts by user Forum Profile RuneMetrics Profile
A super cool idea.

Fletching - effect is near useless

Mining - this will work in conjunction with the Varrock armor Effect?

crafting - crafting guild is quite poor supply developments related to the content. only the mining section is useful

construction - seems a bit empty brought Effect


some perks ideas

herblore
1. once a day you can redeem free 28 herb.
2. The game generates a random potion in a given %


hitpoint
- Why not the cape on top would be a full-time one skill boost for effectti--
1. foods improves the more what you would normally?
2. All foods can improve the over 99hp like rocktails or sarabrew
3. The full-time rapid heal prayer as a passive effect without using prayer points

prayer
--idea is indeed great, but what if you are using a ring of gods (i) at the same time? -
1. The occasional prayer point the regeneration of bone burial?

fishing
1. In a small chance to get ready for fried fish
2. In a small chance that you will get a bigger level for fish which is what I currently fishing.

The best perk Effect list.
cooking
thieving
firemaking
smithing
farming
cooking

we could get a chance to connect the hood to catch a cloak.
also at the same time save the bank space

24-Sep-2015 03:45:30

Alchemistry

Alchemistry

Posts: 752 Gold Posts by user Forum Profile RuneMetrics Profile
as I said on reddit:

Smithing cape - allow it to store 27 bars OR 27 additional coal like a coal bag. or both. (not at the same time) The extra exp from goldsmithing gaunts is redundant in more than one way.

1. you don't need an other glove slot when smelting anyway
2. gold smelting is expensive, no one needs fast exp after 99. not even people racing to 200m exp want to do gold smithing.


Hunter cape - Additional trap. Makes sense, considering additional trap reqs are done in 20-level increments, the last one being level 80, and the cape technically boosting your max to level 100.

24-Sep-2015 07:39:23

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