It is hard to find the margin between overpowered and utterly useless for each skillcape.
It needs to be simple, practical and as stated in the original post - a small perk. We still don't want any of the combat capes to surpass fire cape. Minor boost to the corresponding stats of each combat cape should be something worth getting the cape for.
Regarding other capes, I am completely against "once-a-day" perks as it would make it a chore to use it.
Attack - +1 to all attack bonuses excluding mage and range
Strength - +2 strength bonus
Defence - 2 defence bonus to all styles in addition to the original +9
Ranged - +1 ranged attack and +2 ranged strength
Prayer - +1 prayer bonus untrimmed, +5 prayer bonus trimmed
Magic - +1 magic attack bonus, +3% magic strength
Hitpoints - Should be ok to work as Rapid Heal prayer
Runecrafting - Holds 3 extra essence, it has to be worth the additional clicks per run
Construction - I really have no idea of a useful perk for this as not many players train construction after lvl 99, since after that it is a pure money-sink with no benefit whatsoever.
Agility - Acting as graceful cape is alright, just for a show-off, having agility cape is a perk enough because of the OP emote
Herblore - Ability to make potions in empty vials might sound stupid, but I cannot think of anything remotely useful here
Thieving - 5% chance of avoiding the damage from failed pickpockets
Crafting - /
Fletching - /
Slayer - 3% increased damage output in addition to the slayer helm bonus
Hunter - The idea of a broken trap having a chance to reset itself seems nice
Mining - 3% chance to get a double ore
Smithing - 3% chance to get an additional cannonball
Fishing - 3% chance to get a double catch
Cooking - Having it equipped equals fire with a cooking range, making the player able to cook pies and other dishes on a fire
...
Real eyes realize real lies.
24-Feb-2016 11:47:33
- Last edited on
24-Feb-2016 11:48:47
by
Graposhka