The Cape class can use some love.
IMHO, the Cape Class is underbaked except for the Mistlands/Ashlands capes.
- ALL Capes before the Ashlands only give 1 armor. Are you telling me a boar hide has as much protection as a Lox hide?
- Half the capes give literally no bonus other than 1 Armor.
- Half of the capes that give a bonus give the same resistance to cold. Making the Lox cape basically the same as a Wolf Cape.
- There feels like there are missing capes. No bear cape? No cape for the Swamp? What about a Fenris Cape?
I think these can EASILY be adjusted to make the cape class more interesting with bigger rewards and opportunity costs.
- Make all capes scale with biome, perhaps even have a 'heavy' vs 'light' option in biomes too. Maybe the scaling looks like: 1 armor base in the meadows, 3 in the Black Forest, 5 in the Swamp, 7 in the Mountains, 9 in the Plains, 11 in the Mistlands, and 13 in the Ashlands.
- New capes can easily be added to many of the armor sets, Fenris Cape, Bear Cape, maybe a new Gunk cape, and a Tar Coated Cape in the Plains to provide wet debuff resist.
- Give each cape unique bonuses that really make you debate which cape for which activity. Some ideas: Deer Cape = Faster running, Lox Cape = Resist Blunt Damage, Leather Cape = Decreased Stainima usage for farming/building, Bear Cape (new) = decreased stanima for chop and pixaxe. Troll Cape = Increased Carry Weight by 25, Guck Cape (Deer + Guck) = Wet Debuff Resist, etc., etc., etc.
What are your thoughts? Do you think capes need a bit more love? And how would you do it?