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Skillcape Perks Proposals

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Mod Daze

Mod Daze

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UPDATE: In response to feedback we have added some answers to your frequent questions. Click here to view the post.

Hey everyone,

We recently released a news post asking for your thoughts and ideas about master skillcape perks, including reworking some of the weaker 99 ones. Your responses have been fantastic and very useful in helping us to decide the direction of the project, so thank you.

There was a considerable amount of comments regarding adding perks to the virtual 120 skills and how that moves the goalpost to 120, rather than 99. Whilst we were very careful in designing how these virtual cape perks would function, we have had a chance to reflect on the situation and have decided not to pursue virtual skillcape perks for now. By doing this, the capes remain cosmetic only, and Team Eclipse can move onto another project much sooner, meaning even more content for you to get stuck into.

Remember though, this is only for the virtual skillcapes at level 120, meaning that Invention, Dungeoneering and Slayer will all be receiving new perks on their 120 skillcape, which will work in conjunction with the 99 skillcape perk of the same skill. The master quest cape is also going to get itself a shiny new perk too! Don’t want to wait to find out what these perks might be? Well, you’re in luck! Listed below are the likely perks for the above-mentioned capes, please feel free to give us your feedback on them.

• Dungeoneering – Has a chance to allow you to choose the boss you face in Dameonheim and increases the chance of receiving lore drops
• Invention – Increases the chance of receiving components when disassembling items
• Slayer – A chance that you can choose your next task from Slayer Masters
• Master Quest Cape – Teleports to a selection of locations including the Champions’, Heroes’ and Legends’ Guild, the Wise Old Man’s house and Tears of Guthix
So, what about existing 99 perks?

After looking at our internal data, and listening to you, we have devised a list of existing skillcape perks that look like they could do with a little bit of TLC. Again, we have listed below which capes we feel need some attention and what our plans are for the new perk:

• Agility – No longer fail obstacles
• Construction – A chance to save planks while building in your player-owned house
• Crafting – A chance to cut all gems in your inventory at once
• Divination – All wisps will last a fixed amount of time
• Firemaking – Fire spirits give better rewards and the cape acts as a light source
• Fletching – Has a chance to make extra bolts and arrows
• Hunter – Increased range for traps
• Thieving – All pickpocketed drops are noted

And that’s not all. We also have some quality of life fixes in mind that we would like to get out at the same time as these perks, so watch this space!

Want to get involved?

We are looking for feedback on the suggested perks listed above, so please let us know your thoughts.

Team Eclipse
Mod Daze and Mod Erator

16-May-2018 11:24:48 - Last edited on 13-Jun-2018 09:25:38 by Mod Daze

Titan Fall
Jun Gold Premier Club Member 2011

Titan Fall

Posts: 473Silver Posts by user Forum Profile RuneMetrics Profile
Wow all those 99 perks are perfect IMO don't even need to change any of them tbh.

I think 120's should have perks also but maybe very unusual and odd ways to help out maybe it can help out with things like ports or something, or minigames/d&d's.

edit: maybe 120's where possible could just increase what ever the 99 equivalent does, for example 99 crafting gives you a chance to cut all gems, 120 could increase that chance by like 2% so it's not exactly over the top but not useless.

MG ROOLZ

16-May-2018 11:34:25 - Last edited on 16-May-2018 11:40:37 by Titan Fall

Subzero
Jul Member 2009

Subzero

Posts: 23,127Opal Posts by user Forum Profile RuneMetrics Profile
I agree with not adding perks to virtual skills; as they would no longer meet your definition of "virtual".

All the Master perks look good to me. The Invention one must be quite a small bonus else you're diminishing the item sink by making components more common.

Another note on the Invention cape is that it would be cool if it could show us the percentage chance to obtain a certain perk.


Mod Daze said:

• Agility – No longer fail obstacles


Wasn't even aware there are any obstacles you can fail at 99. Does anyone have examples of places where this is relevant?


Mod Daze said:
• Crafting – A chance to cut all gems in your inventory at once


Looks good - I'm presuming this is a perk aimed at people going for 120, since gem-cutting yields up to 670K xp/hour.


Mod Daze said:
• Divination – All wisps will last a fixed amount of time


Is this a fixed amount of time (i.e. will all Springs last the exact same amount of time), or a new minimum amount of time (to prevent springs dying instantly)?

The duration of Divination springs is the skill's biggest annoyance. It's particularly tedious when a Spring dies after 10 seconds. Something which extends a Spring's duration is highly welcome though, as it doesn't increase efficiency in any way but removes tedium.


Mod Daze said:
• Firemaking – Fire spirits give better rewards and the cape acts as a light source


What rewards can we expect to see?


Mod Daze said:
• Hunter – Increased range for traps


Is this the capture radius of the trap, or the distance you can walk from it before it auto-collapses?


Mod Daze said:
• Thieving – All pickpocketed drops are noted


Will this affect balancing in Priffdinas thieving? It feels like some loot there is purposefully un-noted to force you to either bank or abandon it.
Subzero

Incursione 2100+/130+ Clan, Avatar access for all.

16-May-2018 11:57:22 - Last edited on 16-May-2018 12:07:06 by Subzero

Snow White
Aug Gold Premier Club Member 2012

Snow White

Posts: 1,429Mithril Posts by user Forum Profile RuneMetrics Profile
Can we have multiple max and comp capes with different perk combos?

Also for master invention I'd like it to give us a better chance at rare and desirable perks such as scav3.
Magic mirror on the wall, who's the fairest one of all?

16-May-2018 11:57:29 - Last edited on 16-May-2018 12:00:06 by Snow White

Ceren
Dec Gold Premier Club Member 2015

Ceren

Posts: 8Bronze Posts by user Forum Profile RuneMetrics Profile
Purpose to keep the activate on the Firemaking cape to light a log, possibly in addition. If it as the current perk seems under-powered, keeping it shouldn't be over-powered since it isn't affected by the perk being added.

For context for use of the cape, it is basically the portable range for ironmen. Since you need a player made fire to get the xp boost for cooking, typical setup for cooking is to use the cape so you don't need to get a log out of your bank each time you need to light a fire. Additionally this is very important for unofficial ultimate ironmen (and if it ever becomes a real gamemode) as it is the only reliable way to do Arc fishing. Or else you need to get lucky to have enough driftwood on the island to fish and cook all of the wobbegongs.

I know these seem niche, but so are needing xp rewards from quests to be lamps and other actions which have been taken to help other niche communities. Please consider helping out the community of ironmen who train cooking this way (which is the most efficient way currently) as well as the small community of ultimate ironmen.

16-May-2018 12:13:33

Inter
Dec Gold Premier Club Member 2013

Inter

Posts: 72Iron Posts by user Forum Profile RuneMetrics Profile
Snow White said:
Can we have multiple max and comp capes with different perk combos?

Also for master invention I'd like it to give us a better chance at rare and desirable perks such as scav3.


Heavy support.

Also, un-scrap 120 perks please. There's a good chance a large chunk of anti-120 players don't even have 99s or are barely maxed and don't desire to advance themselves in the game. For everyone else though, rewards post-99 are what motivates going past 13m xp.

16-May-2018 12:23:31

EmilyDerp
Apr Gold Premier Club Member 2015

EmilyDerp

Posts: 19Bronze Posts by user Forum Profile RuneMetrics Profile
Could you add the unlimited thread perk back to the crafting cape please? It added another dhide shield/inventory.

The fm perk is also kinda bad honestly, you should just buff the spirits in general and look for a new perk.

The master quest cape perk seems a little silly considering the new hydrix item is going to be a jewelry compactor compactor. Maybe save that one for the quest point shop and give a discount/bonus for owning the master quest cape?

16-May-2018 12:33:18

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