Possibly a change to dark crabs? Currently they heal 22, which is the same as manta rays, and anglerfish with a high HP level. Anglerfish and Mantas are easier, and less threatening to obtain as there is no risk to them. They are caught at slower rates, but safely. I am proposing some sort of change to the dark crabs to give them a reason to be used other than a difference of 0.03KG in weight. Just to give it a reason why someone might want to use them in a niche scenario, because as it stands theres no real reason to use them.
Possible Suggestions from my noodle, would love to hear others;
Base heal of 24. (Up from 22, changing them to highest heal fish)
Base heal of 20. (Down from 22) but now gives immunity to movement effects for X seconds, giving it a use for PVP.
Base heal of 20. (Down from 22) but now cures poison and provides immunity for 60s.
Base heal of 18 (Down from 22), but now acts as food+standard stat restore potion(no prayer).
Base heal of 18 (Down from 22), but now boosts defense by X levels.
Base heal of 16 (Down from 22), but now provides prayer restoration. (Rough idea is a little less than 1/2 of a Single Prayer Potion Dose but would cap at healing +12 at 91+ prayer) [not sure this would be ideal, might be a bit OP]
Base heal of 14 (Down from 22), but now provides boosts to gatherings-mining, fishing, woodcutting, farming by 2-3 levels
Base heal of 14 (Down from 22), but now provides boosts to artisans-smithing, cooking, crafting, fletching, construction by 2-3 levels
24-Mar-2020 18:20:49