- Allow Players to augment several items that fit in the current given guidelines (T70+, isn't consumed on use):
* T70 Variant of Ghost Hunter Armour
* T75 Variant of Warpriest Armours
Remove these, as they lose their level when used in f2p(augmenting them would lock them to members game for some).
A player this progressed should be able to plan forward whether he'll need the items anytime soon for f2p use or not. The augmented variant would be locked in the highest tier obviously
Improvements:
Tooltip
/
(F2P) QoL v2
Quick Fixes:
Invention
- Have it work as an universal trap, similar to the rod-o-matic for fishing
- Allow toggeling which creatures you want to attract
- Increase the amount of stave parts used to 30
- Unused ones are now tradeable
3.7 Sprinkler MK1:
- Allow it to protect your allotments from diseases in addition and increase produce by 20 %.
It is currently a downright inferior version of the more commonly available and cheaper white lilies
/i]
Your suggestions for Electrified Trap would make Herblore Habitat more enjoyable. For example, players would be able to catch draconic jadinko without wasting time on common ones.
I agree that there should be additional benefits for the Sprinklers. Also, it would be nice if the Tool leprechauns can store them too.
I do not think that the dg party simulators should be made tradeable as they require dg tokens. That would be an indirect way of transferring tokens between players.
Fair addition for the sprinklers, I'll add also the miraculous treatment and the herb protector
The party simulator suggestion was from the time when it was more unreasonable to make than today (as it was back then unfit for personal use, but could have been useful for money making). I'll remove it from the list
Improvements:
Tooltip
/
(F2P) QoL v2
Quick Fixes:
Invention
I think the issue this perk has is not the amount of adrenaline it generates (rank 3 isn't too shabby after all, albeit still a bit niche), but more again its trade-off part is poorly designed for the two lower ranks.
If it was 1 adrenaline rank 3 would boost your adrenaline gain by 37.5 %, which could be a bit too much (especially when using it with adrenaline saving mechanics)
Improvements:
Tooltip
/
(F2P) QoL v2
Quick Fixes:
Invention