Forums

Dev Blog: Skillcape Perks

Quick find code: 380-381-222-65680392

DeviousReign
Aug Member 2022

DeviousReign

Posts: 28 Bronze Posts by user Forum Profile RuneMetrics Profile
I do like some of these, but yeah, some do seem kinda pointless.

Runecrafting, the degrading of pounches is probably the best option.

Herblore, you can have it where you have a slight increase in making potions or a very small chance in not using your second ingredient.

Fletching, have it where you don't need a knife anymore.
Hunter, 5 free teleports a day to any hunter locations.

Farming, 2.5-5% would be good for the yield increase. I don't care what some people say, a slight increase to your harvest is always good, specially when you don't have the money to do Farming efficiently and fly through it.

18-Oct-2015 23:16:29 - Last edited on 18-Oct-2015 23:16:43 by DeviousReign

Miesje

Miesje

Posts: 879 Gold Posts by user Forum Profile RuneMetrics Profile
I'm not 100% certain that this has been said before but...

I was wondering if you could make it so that the perks can get buffed with the amount of exp you have in the skill?

As an example...

Lets say the Runecrafting perk is " Pouches degrade slowwer "

Then it could be like: - Pouches degrade 2% slowwer @ 13M exp
- Pouches degrade 4% slowwer @ 26M exp
- Pouches degrade 6% slowwer @ 52M exp

Something like that? I don't know what ratios of percentage would be reasonable.
And i know that maybe it wouldn't be possible to apply it to all the cape perks in that way.

But i think it would be nice if the amount of exp in that skill affects the perk in some kind of way. Could encourage players to go on training, even after 99.

19-Oct-2015 17:27:44 - Last edited on 19-Oct-2015 17:29:06 by Miesje

Kameraten
Dec Member 2023

Kameraten

Posts: 4 Bronze Posts by user Forum Profile RuneMetrics Profile
This is a great idea! A small suggestion that could make the agility cape a little more atractive to players is if you gave those who wore it the ability to rest and restore their run energy. It is one of the most time consuming skills in the game after all ;)

Also, is it really a good idea to the mining cape the same bonuses as the Varrock armour 3? Doesn't that kinda ruin the purpose of getting the requirements for the hard diary? That is unless the % bonuses stack, then I'm all for it! :D

I also want to add that I love the suggestion for the firemaking cape! <3

20-Oct-2015 17:19:22

68 1
Jan Member 2023

68 1

Posts: 519 Steel Posts by user Forum Profile RuneMetrics Profile
-
HERBLORE
- chance for saving secondary item for potion

-
FLETCHING
- chance for saving strings (when stringing) or to fletch without a knife or speed up the time for crafting bowa..


-
FISHING
- - chance (ability) to catch 2 fishes at a time (the rate would depend on what lvl needed is for the catches) OR to act as fishing gloves (swordfish /shark)
-=
DCRS
=-
---- VIII.II.IX.XIV . ---- Blood makes you related.. Loyalty makes you family.

29-Oct-2015 07:28:17

grind 24-7
Oct Member 2021

grind 24-7

Posts: 61 Iron Posts by user Forum Profile RuneMetrics Profile
Fletching idea

In order from most preferred and useful to least preferred and useful
number 3 Is not wanted at all but is better then a knife.... a knife? really?....

1. when fletching a log into anything u save part of the log when making the item, the pieces of logs are stored in the cape and 28 pieces of log = 1 full log the cape can store 784 pieces of log (total of 28 logs) and these logs can only be withdrawn in a bank screen (like wilderness pouch)

2. when stringing a bow/crossbow there is a 10% chance the bow/crossbow will split in half and result in an extra bow/crossbow in ur inventory (no exp gained for extra item)

3. a 10% chance of getting 1 extra arrow/bolt/dart when fletching arrows/bolts/dart (no exp gained for extra item)

04-Nov-2015 02:32:27

Quick find code: 380-381-222-65680392 Back to Top