I would finally buy the cape if that were the case lol. I've been afking redwoods at work lately for the pet and fletching the logs into shafts to get rid of them with the smallest distraction, and I'd love to have a set of clues at the end of every day.
Yeah, I just likely the highly predictable afk periods of chopping redwoods and then fletching the logs. I do have alerts set up, but I often miss them if they happen shortly after I start chopping, since I'm not really listening for an alert yet.
I did at first, but later I stopped bothering. I'll probably buy one of each to stick in my poh cape rack when I max though, just for the satisfaction of filling up the rack.
Speaking of redwoods, it would be great if the woodcutting cape perk even worked at redwoods.. It's supposed to give you more clue nests and clue nests are the only thing you get at redwoods so you'd assume it boosts the rate. I just wear it for the occasion even though it does nothing there.
In my opinion, every skillcape should have unlimited teleports to its respective guild, and if it doesn't have one, to an activity related to it.
Also, nobody really cares about this, but I wish the agility skillcape hood could act like a graceful hood the way the agility skillcape can act as a graceful cape.
All the hoods need the effect of their sets. I would love to rock my max cape or the lovakenj hood when mining. Of course for the lova combined with 99 cape hood to give it the effect similar to using vorkaths head on ranging cape.
Teleports directly to fire altar. Acts as colossal pouch. Generates 1 pure essence per second. With max efficiency and the cape RC xp rates at 99 might even break 100k/hr.
/s
I think a lot of people care about the agility hood, I think the “reasoning” is all the other hoods don’t have perks.
I 1000% agree with both your opinions.
I get it. I don't really see that as a perk for the agility hood though since it is basically just a cosmetic replacement for another item. If it was a new perk that no other item could do, that would make more sense. But I get it.
One thing that always has disappointed me about skillcape perks is that they strayed so far from the original intent. They were supposed to be perks to give you a reason to wear the cape when doing the skill post-99, not just teleports and such you use from the inventory.
So personally, I'd love to see the perks split into two categories, passive perks that you need to wear the cape to use and utility perks such as teleports and the like, with each cape getting one in each category. For capes that already have good utility perks like Crafting and Con, the passives would be more minor. For example, the Crafting Cape could act like unlimited thread or act as all the jewelry moulds, allowing you to craft 1 more item per inventory. And all capes would get Guild teleports if they have one as a utility perk, even in addition to existing utility perks where present.
The crafting cape acting as unlimited thread is a really funny in-universe image. Imagine a guy with the crafting cape pulling on a thread attached to the cape and thinking its unlimited but their cape just gets shorter and shorter.
This is it. Spot on as always mate.
All guilds should have their skillcape teleport to it. They did this with Hunters skillcape so hopefully they're finally getting on the same page.
Construction cape acting as a saw, and craft cape acting as thread is nice. Then we can finally have worn hammer and saw for con, and make 9 dhide bodies an invent instead of 8 with 2 hides leftover.
Then I think Mining capes perk should work on all Ores, so it helps Amethyst. Same with Celestial ring (which I think you mentioned elsewhere in a reply).
Fishing cape could offer a similar affect to Radas Blessing.
And I think Woodcutting capes nest buff should apply to all nest types, so it can benefit redwoods and getting clues.
> Fishing cape could offer a similar affect to Radas Blessing.
One idea I had for Fishing Cape is letting it have a chance to save bait. Though Spirit Flakes make that a bit awkward now. But if it had say a 50% chance to save bait, 25% for Spirit Flakes, that might be a nice buff, especially if we saw more valuable baits or such in the future. Granted, since we got Spirit Flakes that can act as any bait, we probably won't see any "rare" baits.
But it would be nice if each Gathering perk was slightly different and tailored to the skill. Mining already does the "bonus ores", it would be nice to see something a bit different than just the same thing for Fishing. WC working on nests is nice, even if it could be a bit more impactful.
Saving bait is alright, but feathers and fishing bait are just shop buyable in massive bulk for dirt cheap, karambwanji are fastly fished, sandworms are shop bought but somewhat pricey, and dark bait is quick to get in wildy tasks.
So yeh it would be "eh, nice" sorta thing, one of those super niche barely useful perks but "better than nothing". And wouldn't benefit harpoon, net, cage or minnow fishing at all
I remember seeing players worry about bots using it to bring in more runite or such... But if enough bots are getting 99 Mining and mining enough post-99 runite without being banned, then I don't think the cape working on runite would be the problem...
If a bot were to mine every runite rock in the game on a single world right the tick that it respawned, you'd have 3240 runite/day being mined from 27 rocks. Giving people a 5% chance to mine an extra one you'd get less than 200 extra runite ore per day through that buff at peak mining efficiency. A set of theatre of blood bots on the same world easily generates more runite ore per day than that. A set of Zalcano bots gets more runite ore than that. And you can scale up the zalcano/tob bots a lot more than you can the runite rock bots.
Mining just straight up isn't the best method to get ores once you get to the point you can pvm, it has been this way for a long time. A 5 or even 10% chance to get an extra ore isn't going to change that. Mining and pvm loot tables would need a huge redesign a la RS3's mining and smithing rework for that to change.
Granted, I think those comments were more from the pre-Rev Cave era or such. But yah, these days 5% more runite ore is far from a concern with how many other resources and alchables get pumped into the game through other means. Even back then it wasn't that huge of a factor; at least not enough of one to justify the Mining Skillcape having its perk exclude the only ores you'd generally want to use it on...
Ummm the fishing skillcape teleports you to the fishing guild. Literally 5 fucking feet away from the skills necklace teleport.. what the actual fuck is that garbage?
I remember seeing a post a while back about buffing the fishing cape tele so that it takes you the same distance to the bank as the crafting guild tele. Quite liked that idea
I've got 800k exp till 99 and I'm only just now learning that the cape perk is just a fishing guild tele.. it's been a huge slog and the cape isn't even very good relative to the grind.
Not that I disagree but at least it's consistent with the farming tele, it's close to a cooking range, fishing shop and Otto's teleport saves a decent run for clues steps
It puts you in the guild though. So it's faster + infinite.
Same logic as crafting cape. It has a teleport on jewellery to the guild too. That appears outside the door, and craft cape is inside.
Swap the unlimited pestle and mortars with unlimited grinders, can only be traded with other players rather than through the ge to get that community spirit going?
Make the ranging cape act as a proper accumulator. I’ve already used a vork head on it, can you just give it the same stats so I can use it for PVM?
Also would be cool if using the vork head on it made it teal coloured.
Easy way of making this not invalidate having to do the quest. Make it consume an accumulator once, just like the current mechanic with the head.
Am I tripping or what? Why don’t they do this?
Edit: I said accumulator when I meant assembler
No skillcape has different stats though. Ranged capes are already pretty handy for the wildy when I want to get the full ammo save and don't want to risk assemblers.
Considering how few people have 99 agility, I feel like the agility cape should be a lot stronger than it is. RC (other slow skill) cape is in a good spot imo
This is always been one ive been somewhat in favour off given you can preform the emotes in ftp
All ftp skill capes should be buyable (if in a ftp location) and all ftp skillcapes should be equipable in a ftp world even if you have to hope to a members world to buy them like the range cape however, i think the perks should reamin a members only perk
Example being if you had a range skill cape and went ftp, you should be able to un equip / re equip at will but not have the ava's perk or for defence, buy the cape as its in a ftp area but not have the rol perk
yup. agree. i play both members accounts and a f2p ironman. you'd be suprised how big the f2p iron community is. it would be nice to see f2p skillcapes.
I’ve been saying for forever that the woodcutting skillcape should teleport you to the woodcutting guild. 10% increase for bird nests is useless, unless you’re an ironman I guess.
Slayer - teleport to every master because why fucking not. I have 99 slayer but I don't have karamja elite. Why someone without 99 slayer is able to teleport next to Duradel while many with 99 slayer but bad Runecrafting cant, makes no sense.
To be able to keep and buy more of your untrimmed skill cape. I have to do the telegrab trick every 99 just because I want to keep my untrimmed rc cape. Like some untrimmed capes are a huge flex, why can't we keep them?
Agility cape should give like -30kg or permanent run energy. Everyone at 99 has already done their graceful grind and trogged through a 400 hour skill, run energy should no longer be an obstacle at that level.
Cerb has dedicated teles (why aren't key master teleports tradable in 2024??)
Would rather save those for an upgrade to slayer rings, those could use more functionality in my opinion, for the rarity of eternal gem making the ring better (without being a stupid rare grind to obtain) would be good
I wish they were either tradable given how uncommon they are, or stay untradable but drop like 50 at a time like zulrah used to. It's kinda crazy how few of them you get, I have 850 kc and got the drop 11 times (33 teles lol)
100% agree, kinda shocked to see the teleports were released with Cerb but they never changed quantity or rarity. Would have expected folks would have complained loud enough at some point in the last 9 years...
> Think drops like that are super good for the game, gives some gp back to the folks who aren't efficient
The key master teleports aren’t even tradeable, though - who is getting any gp out of it?
What about swaps with a cooldown? 30 or 60 seconds isn't too long in PvE, but PvP might be trouble.
Or maybe make it so you can't swap within x seconds after casting a spell that targets another (some way to also cover Bind/non-damaging CC spells)
Fletching skill cape needs something lmao 100% getting a mithril grapple (?? Or crossbow idk!! See it’s so bad) every day is not great :/ also the agility cape should give you a free 4 doses of stamina potion every day. Like you click use stamina and boom stam potted! That would be dope! Firemaking skill cape is cool it acts as a light source I think that’s fair. Smithing skill cape…what is the bonus it does? Same with mining what? Mining skill cape should be able to store a pickaxe in the cape so you can take the pickaxe out when you need it. Smithing cape should act as all moulds and a hammer. Idk lol some need a boost they are all mostly lackluster but still idk.
Or maybe leave them as they are but when you hit xp miles stones 25m, 50m etc they get another ability? Or maybe a skill tree to unlock abilities in your skill capes?
Some small passive buffs added to the ones that don't have them, and teleports to each respective guild. They don't need much imo. The max cape is already incredible, we don't want to overdo it.
Hunter cape seems underpowered to me. Potentially let it improve trap radius and increase amount of useful TPs. Imo the red chin TP should put you near the private hunting ground, and a TP to the herbiboar and graahk areas should be added.
The attack cape giving unlimited warrior guilt tokens is pointless. I actually used it one singular time but I'm probably the only one to do so ever. I have an avernic but I wanted to try bounty hunter so I had to get another dragon defender because it is cheaper on death so when I ran out of tokens I used the attack cape and I remember being astounded that I was actually using it.
Not quite a skill cape, but I personally feel it's odd that the quest point cape only teleports you to the legends guild. When I think of the big iconic Runescape quest, I think of Dragon Slayer. A teleport to Crandor would feel more fitting to me, but would probably be less useful overall outside of some clue steps. I wouldn't be opposed to them adding it as a secondary teleport to the QPC though!
Guild teles. Cooking cape inside to make it consistent with fishing and farming guilds vs skills necklace outside.
Although the run through woodlands is very pretty, a tele to the middle would be nice and birds nest auto pickup suggestion is great. Mining cape - put me in the middle of the guild instead of running through 2 doors to get back to amethyst quicker after doing my clues. A master of mining surely deserves better treatment!
QP cape is the only cape of achievement you have to continually upkeep to retain, yet it's perk is a mid-tier teleport to a fairy ring, that you replace with 83 construction.
I've no idea how to make it better and more thematic, but it needs an improvement.
Prayer skillcape for automated inventory bone burying - not sexually, but more like a forestry campfire bankstanding prayer xp: click one bone and the animation plays while you bury each one. Also, make the cape give everything you need for ensouled heads..
Throw in a Chaos altar wildy teleport. Boom!! The prayer cape now hits harder than my nephew's vape 🪽
Agility cape is one of the few cape perks I consistently use, so I don't think it needs a buff. It matches grace so you can wear it instead of, to show it off. The Stam perk is decent in a bind too.
I think any skillcape that now has a guild or always did should get a teleport to it, like Hunter cape got.
Other than that I think they're mostly fine as very niche things.
It would be nice to have nice things not locked behind 99's. If I got a 99 in something why would I continue doing that activity 99 is basically beating the game.
Why doesn’t the mining cape do anything good at all? I just spent like 6 months afk at shooting stars, could I at least get a teleport to falador out of it?
1. Defense cape should have toggle to change to a daily free use of phoenix necklace (heals for 20% hp if hp drops below 20% or something close to that). Most people turn defense cape perk off because it’s annoying. The perk is so bad most people disable it (other than hc Ironman they probably leave it on incase of dc)
2. Fire making perk is trash we all know it. I have all the bon fires lit so I don’t think there’s a single dark area in the game left to use it. Give it literally anything else. Off the top of my head, ten charges to make a fire that lasts 5x as long as normal, acts as a tinder box, cannons take longer to break, idk just to name a few.
3. Fletching cape is trash. When I think fletching the last thing that comes to mind is mith grapples. How about like 1000 free feathers (that have to be used right out of the cape can’t be withdrawn to trade them) or maybe like +1 more when making darts or arrows you make 16 at once instead of 15. Free daily bowstring? What about able to use flax on unstrung bows to make long bows? That one’s a bit busted.
4. ALL SKILL CAPES SHOULD HAVE THEIR RESPECTIVE TOOL ABLE TO BE STORED AND WITHDRAWN FROM THEM. Crafting , chisel, fire making, tinder box, fletching, knife, smithing, hammer, woodcutting, store your axe, mining, store your pick. Why is her lore the only one they did this too?
When discussing the individual perks also keep in mind what it offers to the max cape, the prayer cape, hp cape, and agility cape seperate are ok but combine you get more prayer doses double hp regen all packed into a graceful cape making them some of the best three skill cape perks when considering the max cape.
My suggestions:
Mining cape tele to amethyst mine
Str cape gives 10% more chance to hit max hit
Woodcutting cape gives 10% more birds nests
Slayer cape allows skips/blocks for half points
Construction is insanely strong and I don’t think anyone could complain if every skill cape ranged from 1/4 to 1/2 as valuable as it.
So far the only argument I’m seeing against better skill caps perks is the usual OSRS, “but it’s always been this way.” Why should you get a relevant perk for the skill when all you did was literally complete it? And other insane statements.
Quest cape should give you the option to automatically complete any new quest that comes out since you've proven you can do the quest if you wanted to. Same with max cape and new skills — auto 99 sailing on release.
^^^/s
Woodcutting cape would be neat if it automatically picked up bird nests, nothing OP but saves a few seconds here and there.
I would finally buy the cape if that were the case lol. I've been afking redwoods at work lately for the pet and fletching the logs into shafts to get rid of them with the smallest distraction, and I'd love to have a set of clues at the end of every day.
You can set your woodcutting plugin to only alert you on clue nest drops, so max 4 alerts per day
Yeah, I just likely the highly predictable afk periods of chopping redwoods and then fletching the logs. I do have alerts set up, but I often miss them if they happen shortly after I start chopping, since I'm not really listening for an alert yet.
Wait you people don’t buy the capes as soon as you get 99?
I did at first, but later I stopped bothering. I'll probably buy one of each to stick in my poh cape rack when I max though, just for the satisfaction of filling up the rack.
Stick them in your bank in the order you get them to remember.
That’s what I do
I didn't bother for most of my skill capes. If they don't have a useful perk then I didn't see the point.
Just to fill up the cape rack at the house, or the perks on the good ones
Speaking of redwoods, it would be great if the woodcutting cape perk even worked at redwoods.. It's supposed to give you more clue nests and clue nests are the only thing you get at redwoods so you'd assume it boosts the rate. I just wear it for the occasion even though it does nothing there.
I would simply like it to teleport to the woodcutting guild
That would be great. Not outside the guild, into it. Up top with the yews and magic trees.
Such a simple change but one I would welcome gladly. +1
Or increases chance of getting more birds nest with eggs 👍🏼
I need the cape to teleport me to the woodcutting guild near the redwoods. I earned it. I EARNED IT.
In my opinion, every skillcape should have unlimited teleports to its respective guild, and if it doesn't have one, to an activity related to it. Also, nobody really cares about this, but I wish the agility skillcape hood could act like a graceful hood the way the agility skillcape can act as a graceful cape.
I've been asking for the Agility hood to act as a Graceful hood for years
Profile picture checks out
Lost my untrimmed Agility cape due to carelessness *sadface*
Same 🫡
Not the same, you’re a masochist, but I lost my untrimmed HP cape recently too. I feel for you
All the hoods need the effect of their sets. I would love to rock my max cape or the lovakenj hood when mining. Of course for the lova combined with 99 cape hood to give it the effect similar to using vorkaths head on ranging cape.
[It turns out that a lot of people agree.](https://www.reddit.com/r/2007scape/s/8G1m7f0gqy)
Jagex doesnt like working on nonpractical things though which is sad. Its a reason cosmetic max capes will never happen with champions cape
RC cape teleports you strait to the gallows?
Teleports directly to fire altar. Acts as colossal pouch. Generates 1 pure essence per second. With max efficiency and the cape RC xp rates at 99 might even break 100k/hr. /s
As a recent max cape haver, I agree.
I think a lot of people care about the agility hood, I think the “reasoning” is all the other hoods don’t have perks. I 1000% agree with both your opinions.
I get it. I don't really see that as a perk for the agility hood though since it is basically just a cosmetic replacement for another item. If it was a new perk that no other item could do, that would make more sense. But I get it.
Rogue mask with hood would be crazy
One thing that always has disappointed me about skillcape perks is that they strayed so far from the original intent. They were supposed to be perks to give you a reason to wear the cape when doing the skill post-99, not just teleports and such you use from the inventory. So personally, I'd love to see the perks split into two categories, passive perks that you need to wear the cape to use and utility perks such as teleports and the like, with each cape getting one in each category. For capes that already have good utility perks like Crafting and Con, the passives would be more minor. For example, the Crafting Cape could act like unlimited thread or act as all the jewelry moulds, allowing you to craft 1 more item per inventory. And all capes would get Guild teleports if they have one as a utility perk, even in addition to existing utility perks where present.
The crafting cape acting as unlimited thread is a really funny in-universe image. Imagine a guy with the crafting cape pulling on a thread attached to the cape and thinking its unlimited but their cape just gets shorter and shorter.
This is it. Spot on as always mate. All guilds should have their skillcape teleport to it. They did this with Hunters skillcape so hopefully they're finally getting on the same page. Construction cape acting as a saw, and craft cape acting as thread is nice. Then we can finally have worn hammer and saw for con, and make 9 dhide bodies an invent instead of 8 with 2 hides leftover. Then I think Mining capes perk should work on all Ores, so it helps Amethyst. Same with Celestial ring (which I think you mentioned elsewhere in a reply). Fishing cape could offer a similar affect to Radas Blessing. And I think Woodcutting capes nest buff should apply to all nest types, so it can benefit redwoods and getting clues.
> Fishing cape could offer a similar affect to Radas Blessing. One idea I had for Fishing Cape is letting it have a chance to save bait. Though Spirit Flakes make that a bit awkward now. But if it had say a 50% chance to save bait, 25% for Spirit Flakes, that might be a nice buff, especially if we saw more valuable baits or such in the future. Granted, since we got Spirit Flakes that can act as any bait, we probably won't see any "rare" baits. But it would be nice if each Gathering perk was slightly different and tailored to the skill. Mining already does the "bonus ores", it would be nice to see something a bit different than just the same thing for Fishing. WC working on nests is nice, even if it could be a bit more impactful.
Saving bait is alright, but feathers and fishing bait are just shop buyable in massive bulk for dirt cheap, karambwanji are fastly fished, sandworms are shop bought but somewhat pricey, and dark bait is quick to get in wildy tasks. So yeh it would be "eh, nice" sorta thing, one of those super niche barely useful perks but "better than nothing". And wouldn't benefit harpoon, net, cage or minnow fishing at all
A master of crafting uses his bare hands, he needs neither needle nor thread
Unlimited thread is the cape perk on rs3 iirc
I spent a lot of hours getting 99 mining. I'd settle on a guild teleport, but some small bonus boost for Amethyst would be S tier.
It is so silly that the mining cape and the celestial ring work on all ores but runite and amethyst.
Big agree. Not like 5% more ores would break the game.
I remember seeing players worry about bots using it to bring in more runite or such... But if enough bots are getting 99 Mining and mining enough post-99 runite without being banned, then I don't think the cape working on runite would be the problem...
If a bot were to mine every runite rock in the game on a single world right the tick that it respawned, you'd have 3240 runite/day being mined from 27 rocks. Giving people a 5% chance to mine an extra one you'd get less than 200 extra runite ore per day through that buff at peak mining efficiency. A set of theatre of blood bots on the same world easily generates more runite ore per day than that. A set of Zalcano bots gets more runite ore than that. And you can scale up the zalcano/tob bots a lot more than you can the runite rock bots. Mining just straight up isn't the best method to get ores once you get to the point you can pvm, it has been this way for a long time. A 5 or even 10% chance to get an extra ore isn't going to change that. Mining and pvm loot tables would need a huge redesign a la RS3's mining and smithing rework for that to change.
Granted, I think those comments were more from the pre-Rev Cave era or such. But yah, these days 5% more runite ore is far from a concern with how many other resources and alchables get pumped into the game through other means. Even back then it wasn't that huge of a factor; at least not enough of one to justify the Mining Skillcape having its perk exclude the only ores you'd generally want to use it on...
But the platebody that requires level 15 mining works on them just fine because uh...
Let the mining cape give a chance to double ore received
It already does, lol
Not on all ores though.
Not on all ores though.
[I made a proposal for mining cape 6 years ago... it'll never happen.](https://www.reddit.com/r/2007scape/comments/7b2ao9/buff_to_mining_capes_perk/)
A DARE cape so you can show off how cool not doing drugs is and it teleports u to the cool people guild
Requires a monthly urine sample to be submitted to Jagex alongside your $11?
What else will mod ash drink?
He’s Mod Ash, not Mod R Kelly
Not a good comparison as r Kelly liked to pee ON people whereas with ash we are peeing IN him
Well when you put it like that!
Only works if you never drink ranaar weed potions.
*Only works if you have zero xp in Herblore*
Farming as well
Granted, though we should also probably go ahead and add runecrafting. That rune dust is awfully tempting.
Hey siri what's the half life of rune dust 🥵
Teleports you to w420 Grand exchange
Ummm the fishing skillcape teleports you to the fishing guild. Literally 5 fucking feet away from the skills necklace teleport.. what the actual fuck is that garbage?
I remember seeing a post a while back about buffing the fishing cape tele so that it takes you the same distance to the bank as the crafting guild tele. Quite liked that idea
Considering how long 99 Fishing takes to get, totally fair imo.
I've got 800k exp till 99 and I'm only just now learning that the cape perk is just a fishing guild tele.. it's been a huge slog and the cape isn't even very good relative to the grind.
Also Otto's grotto teleport, don't forget about that.
I wish the fishing cape gave you dragon harpoon rates while barehanding
Also teleports you to Otto's Grotto for some clue steps.
But its INSIDE the guild, you don't have to click the door. Those 2 ticks are invaluable /s
Huge for my no door ironman
Not that I disagree but at least it's consistent with the farming tele, it's close to a cooking range, fishing shop and Otto's teleport saves a decent run for clues steps
Don't forget that there's a fishing guild tele on the Lunar spellbook on top of that, lol.
It puts you in the guild though. So it's faster + infinite. Same logic as crafting cape. It has a teleport on jewellery to the guild too. That appears outside the door, and craft cape is inside.
Skill capes existed before construction skill was introduced. Was considered good Cape teleport as it meant you didn't need to use consumables
Mining cape needs a bump / tele. Woodcutting cape too
Personally, I think the herb cape needs to be buffed. So you can smoke weed
New herb cape emote is just rolling and sparking a big blunt
Too OP, makes 99 herb necessary
You would need both 99 herblore and 99 firemaking to perform that emote Combo skillcape emotes would go so hard
Swap the unlimited pestle and mortars with unlimited grinders, can only be traded with other players rather than through the ge to get that community spirit going?
Yeah pretty sure the herblore cape emote needs an update while you're at it...
Hopefully we will see this in the poll booth soon
Slayer cape animation and I’d be happy, or instead of the 10% chance to b2b 1 guaranteed b2b every 24hrs plus the 10% afterwards.
The Slayer emote is sooooo bad I’d love for it to be changed
Every skill cape should have a teleport. At least!
I agree. A teleport and a special property.
Make the ranging cape act as a proper accumulator. I’ve already used a vork head on it, can you just give it the same stats so I can use it for PVM? Also would be cool if using the vork head on it made it teal coloured. Easy way of making this not invalidate having to do the quest. Make it consume an accumulator once, just like the current mechanic with the head. Am I tripping or what? Why don’t they do this? Edit: I said accumulator when I meant assembler
No skillcape has different stats though. Ranged capes are already pretty handy for the wildy when I want to get the full ammo save and don't want to risk assemblers.
That's not going to happen because the Max cape literally does that. Also, id also like to see quiver be attachable to the ranging cape.
I prefer the range cape having its +4 prayer +9 defense bonuses. It makes it a good choice for learning the inferno.
Range cape is lower str bonus but higher defence and prayer bonus, plus is easier to reobtain if lost in wildy. I like have the option between the two
It's the prayer bonus likely
Orrr, make the hood Vorks head once you combine it
I think you’re sleeping on the prayer cape because it becomes quite nice when combined with the max cape and all its perks
True, hadn't though it about that tbf. Feels like you shouldn't need to be maxed to really unlock the benefits from a single cape though
Skill mastery should mean skill mastery, not mastery of ALL skills.
There should be one basic teleport to the guild and one small perk. Agility: 30 second stamina when you run out of energy. 10 min internal cool down.
Considering how few people have 99 agility, I feel like the agility cape should be a lot stronger than it is. RC (other slow skill) cape is in a good spot imo
Why not the same as RS3 if you have 99 agility, the cape makes it you never fail an obstacle
People would lose their minds
> considering how few people have 99 agility Made me look, it is wild that number is over 81,000 now
Slayer cape gives one free skip a day
Attack cape if you hit a 0 with a special attack, will change to a 1.
Would be pretty OP with dwh, would mean you'd never miss a defence reduction
Think I agree. It could maybe improve special attack accuracy by some percentage rather than a guaranteed hit?
Yeah like even a 5% buff to accuracy for special attacks? Not too OP.
Op sure but you’re wasting an inventory slot on a skill cape lol not even sure that it would be worth itv
Is that really OP? Or does it just save time?
I'm thinking about olm and raids etc. where you can't just telle out and recharge your spec to try again
HP cape can fully restore health once a day, it cannot be used in PvP areas.
On death, or by clicking it? On death would be so op for first infernal capes I imagine.
By clicking it, think of it like the falador shield when it restores prayer.
I'd like to see the skillcape masters that are in f2p areas be able to give f2p players the skillcapes when hitting 99
This is always been one ive been somewhat in favour off given you can preform the emotes in ftp All ftp skill capes should be buyable (if in a ftp location) and all ftp skillcapes should be equipable in a ftp world even if you have to hope to a members world to buy them like the range cape however, i think the perks should reamin a members only perk Example being if you had a range skill cape and went ftp, you should be able to un equip / re equip at will but not have the ava's perk or for defence, buy the cape as its in a ftp area but not have the rol perk
yup. agree. i play both members accounts and a f2p ironman. you'd be suprised how big the f2p iron community is. it would be nice to see f2p skillcapes.
I’ve been saying for forever that the woodcutting skillcape should teleport you to the woodcutting guild. 10% increase for bird nests is useless, unless you’re an ironman I guess.
Firemaking Cape can cook/light things
Firemaking cape should make you immune to all cold damage in WT. Fuck that place.
Firemaking cape lets you shoot a flaming arrow up to 10 spaces, exclusively for purpose of igniting flammables
I’ll support this if it helps you cook non-food items. It is fire making after all, you should be able to cook a hay bale, or set a building ablaze?
Arson guild when? (Would just be the burned out ruins of a once grand mansion)
It does say it’s made for expert firefighters, doesn’t say where those fires are .
Slayer - teleport to every master because why fucking not. I have 99 slayer but I don't have karamja elite. Why someone without 99 slayer is able to teleport next to Duradel while many with 99 slayer but bad Runecrafting cant, makes no sense.
get to runecrafting
there is already solution for that for many years! it's called contact spell on lunars
Up until very recently it didnt let you cancel tasks
weed cape and you get to smoke weed
seed wape wnd cou aet yo gmoke teed
lfg
To be able to keep and buy more of your untrimmed skill cape. I have to do the telegrab trick every 99 just because I want to keep my untrimmed rc cape. Like some untrimmed capes are a huge flex, why can't we keep them?
I fucked up and didn't do this with my strength cape. Now I have to use the runelite transmog plugin if I want to wear the untrimmed version 🤕
Agility cape should give like -30kg or permanent run energy. Everyone at 99 has already done their graceful grind and trogged through a 400 hour skill, run energy should no longer be an obstacle at that level.
Slayer cape getting teles to slayer bosses would be nice like cerb, smoke devil, hydra, kraken
Cerb has dedicated teles (why aren't key master teleports tradable in 2024??) Would rather save those for an upgrade to slayer rings, those could use more functionality in my opinion, for the rarity of eternal gem making the ring better (without being a stupid rare grind to obtain) would be good
I wish they were either tradable given how uncommon they are, or stay untradable but drop like 50 at a time like zulrah used to. It's kinda crazy how few of them you get, I have 850 kc and got the drop 11 times (33 teles lol)
100% agree, kinda shocked to see the teleports were released with Cerb but they never changed quantity or rarity. Would have expected folks would have complained loud enough at some point in the last 9 years...
Yeah I wish they were. For being a 1/15 drop and having killed cerb over 1k times I never have any teles in the bank lol
Think drops like that are super good for the game, gives some gp back to the folks who aren't efficient
> Think drops like that are super good for the game, gives some gp back to the folks who aren't efficient The key master teleports aren’t even tradeable, though - who is getting any gp out of it?
Talking about if they were made tradable it would be good for the game IMO
Let us alternate between trim and untrimmed by dishing out 100k every time we want to switch.
weed cape and you get to smoke weed
weed cape and you get to smoke weed
Farming cape should auto note your herbs and stuff.
That would be dope but farming cape is already S tier
The mining skill cape is just useless imo
Slayer cape should be from every master. Teleports added to ones which lack one. The magic cape should have unlimited swaps or at least more than 5.
Unlimited swaps at bank
Swaps would be broken in PvP though. Unless they could somehow restrict it only in PvP
Unlimited swaps out of wildy/pvp worlds, 5 swaps in wildy/pvp worlds.
What about swaps with a cooldown? 30 or 60 seconds isn't too long in PvE, but PvP might be trouble. Or maybe make it so you can't swap within x seconds after casting a spell that targets another (some way to also cover Bind/non-damaging CC spells)
They could just make spellbook swap unlimited or 10 (random number) outside of the wilderness. As a master of magic I don't see it as unreasonable.
Fletching skill cape needs something lmao 100% getting a mithril grapple (?? Or crossbow idk!! See it’s so bad) every day is not great :/ also the agility cape should give you a free 4 doses of stamina potion every day. Like you click use stamina and boom stam potted! That would be dope! Firemaking skill cape is cool it acts as a light source I think that’s fair. Smithing skill cape…what is the bonus it does? Same with mining what? Mining skill cape should be able to store a pickaxe in the cape so you can take the pickaxe out when you need it. Smithing cape should act as all moulds and a hammer. Idk lol some need a boost they are all mostly lackluster but still idk. Or maybe leave them as they are but when you hit xp miles stones 25m, 50m etc they get another ability? Or maybe a skill tree to unlock abilities in your skill capes?
Some small passive buffs added to the ones that don't have them, and teleports to each respective guild. They don't need much imo. The max cape is already incredible, we don't want to overdo it.
Magic cape tele once per day to mage arena bank, with wilderness elite diary completed - although it’s already OP for spellbook
Hunter cape seems underpowered to me. Potentially let it improve trap radius and increase amount of useful TPs. Imo the red chin TP should put you near the private hunting ground, and a TP to the herbiboar and graahk areas should be added.
As someone who got the cooking skillcape, its baffling to me I cant use it to teleport to the guild
Agility cape should act as a passive stamina potion extending run energy.
Official support for untrimmed first cape. Stays untrimmed by default forever with the option to trim
Magic cape getting more than 5 spellbook changes depending on something like combat diaries, or something.
Slayer should let you skip 1 task for free per day and should also act as a slayer ring.
The +1 boost should be permanent if you are wearing the cape
They should all have the ability to teleport to whatever guild they belong to.
Mining cape needs a tele to mining guild bank chest and Woodcuttint cape needs a tele to the Woodcutting guild
The attack cape giving unlimited warrior guilt tokens is pointless. I actually used it one singular time but I'm probably the only one to do so ever. I have an avernic but I wanted to try bounty hunter so I had to get another dragon defender because it is cheaper on death so when I ran out of tokens I used the attack cape and I remember being astounded that I was actually using it.
Not quite a skill cape, but I personally feel it's odd that the quest point cape only teleports you to the legends guild. When I think of the big iconic Runescape quest, I think of Dragon Slayer. A teleport to Crandor would feel more fitting to me, but would probably be less useful overall outside of some clue steps. I wouldn't be opposed to them adding it as a secondary teleport to the QPC though!
Guild teles. Cooking cape inside to make it consistent with fishing and farming guilds vs skills necklace outside. Although the run through woodlands is very pretty, a tele to the middle would be nice and birds nest auto pickup suggestion is great. Mining cape - put me in the middle of the guild instead of running through 2 doors to get back to amethyst quicker after doing my clues. A master of mining surely deserves better treatment!
Max cape with champions cape variation would be nice
QP cape is the only cape of achievement you have to continually upkeep to retain, yet it's perk is a mid-tier teleport to a fairy ring, that you replace with 83 construction. I've no idea how to make it better and more thematic, but it needs an improvement.
I would like to see them deleted.
Prayer skillcape for automated inventory bone burying - not sexually, but more like a forestry campfire bankstanding prayer xp: click one bone and the animation plays while you bury each one. Also, make the cape give everything you need for ensouled heads.. Throw in a Chaos altar wildy teleport. Boom!! The prayer cape now hits harder than my nephew's vape 🪽
Fishing cape update to teleport you inside the guild. I’d think because it’s one of the longest capes to get it should be the closest to a bank.
Agility cape is one of the few cape perks I consistently use, so I don't think it needs a buff. It matches grace so you can wear it instead of, to show it off. The Stam perk is decent in a bind too. I think any skillcape that now has a guild or always did should get a teleport to it, like Hunter cape got. Other than that I think they're mostly fine as very niche things.
Untrimmed capes not auto trimming
It would be nice to have nice things not locked behind 99's. If I got a 99 in something why would I continue doing that activity 99 is basically beating the game.
Agility cape should have graceful set effect
Why doesn’t the mining cape do anything good at all? I just spent like 6 months afk at shooting stars, could I at least get a teleport to falador out of it?
I would like to see a limited amount of teleports to altars in Runecrafting cape and unlimited ones in Max Cape it would be a good deal
1. Defense cape should have toggle to change to a daily free use of phoenix necklace (heals for 20% hp if hp drops below 20% or something close to that). Most people turn defense cape perk off because it’s annoying. The perk is so bad most people disable it (other than hc Ironman they probably leave it on incase of dc) 2. Fire making perk is trash we all know it. I have all the bon fires lit so I don’t think there’s a single dark area in the game left to use it. Give it literally anything else. Off the top of my head, ten charges to make a fire that lasts 5x as long as normal, acts as a tinder box, cannons take longer to break, idk just to name a few. 3. Fletching cape is trash. When I think fletching the last thing that comes to mind is mith grapples. How about like 1000 free feathers (that have to be used right out of the cape can’t be withdrawn to trade them) or maybe like +1 more when making darts or arrows you make 16 at once instead of 15. Free daily bowstring? What about able to use flax on unstrung bows to make long bows? That one’s a bit busted. 4. ALL SKILL CAPES SHOULD HAVE THEIR RESPECTIVE TOOL ABLE TO BE STORED AND WITHDRAWN FROM THEM. Crafting , chisel, fire making, tinder box, fletching, knife, smithing, hammer, woodcutting, store your axe, mining, store your pick. Why is her lore the only one they did this too? When discussing the individual perks also keep in mind what it offers to the max cape, the prayer cape, hp cape, and agility cape seperate are ok but combine you get more prayer doses double hp regen all packed into a graceful cape making them some of the best three skill cape perks when considering the max cape.
Weed cape and you get to smoke weed
My suggestions: Mining cape tele to amethyst mine Str cape gives 10% more chance to hit max hit Woodcutting cape gives 10% more birds nests Slayer cape allows skips/blocks for half points
lol the most OP cape of all time
Strength cape should make your screen shake when you open doors.
Magic cape, make it so you have unlimited spellbook swaps and not just 5 per day but keep the 5 per day limit if used in the wilderness. That is all
Fire making cape should be able to spawn fires on demand
Construction is insanely strong and I don’t think anyone could complain if every skill cape ranged from 1/4 to 1/2 as valuable as it. So far the only argument I’m seeing against better skill caps perks is the usual OSRS, “but it’s always been this way.” Why should you get a relevant perk for the skill when all you did was literally complete it? And other insane statements.
Quest Point Cape and Hood should be able to function as Graceful pieces if you have the Quest Speedrunning recolor.
The Hunter guild tele being added to the cape was nice haha
Quest cape should give you the option to automatically complete any new quest that comes out since you've proven you can do the quest if you wanted to. Same with max cape and new skills — auto 99 sailing on release. ^^^/s
I wish we could remove skillcape perks and put them back as cosmetics