I propose a skill, I am not entirely decided on the name, possibly "provisioning", but I recall the idea of incorporating other skills into other skills being discussed in an official Jagex livestream. I propose a skill completely revolving around buffing or debuffing weapons or armor for a period of time, then the buff wears off.
For example, if a player has says 80 firemaking, 75 provisioning and 70 attack, they can ignite their abyssal whip, increasing dps, possibly creating a burning condition. This skill would be great for the game because not only would it force one to come back and train firemaking, but provisioning would also have to be trained.
I almost am looking for like a dead islandish crafting feel, potentially having untradable items all around rs, that are specifically for provisioning. I'd like to see the higher level materials become tradeable, but moreover, I'd like them all to require a level to retrieve. I am looking for the skill to be focused on your characters innovation, possibly a puzzle at a door, a simple level req, or maybe an entire new area called the crafter's coast. When an item is crafted the player should recieve a very large xp drop, enough to keep it interesting. The goal behind this is to create a skill that is:
Great for pve and pvp
Difficult to bot
Exceptionally profitable at higher levels.
The last word I have, is I can understand people's concern about provisioning in staking and pvp, personally, I'd like to see it factored into pvp, but it can stay out of the arena, it may create a lot of problems if implemented there. The way I'd like to see it implemented in the Wilderness is that it only comes into effect in 20+ wild. I think i could ruin the simple spec combo fights that are lower wildy. I believe having a "Icy weapon" that drains energy, or a "winged boot" which increases run speed, could be great for reviving the wilderness, and helping the depleting gank groups of the wilderness get back out there.
-Slug
10-May-2014 13:56:47