50 int is harder to get than Rage tbh.

Though re-using the developed skull system would be cool.
And the whole "rage isn't a useful skill for me" is a bad argument, it's like Jordan said, it's life insurance... and it even makes sense, if you didn't have any rage in your heart then why would you want to send a spirit of vengeance upon someone. But even for peaceful hermits, oh no you have to give up 6 points worth of farming for a day. Life is pain.
<rambling begin>That said, I think it's a silly fix anyway, if you murder someone you should prepare for the fucking nazgul army to show up at your door. Murdering should be WAY more important than it currently is. Catering to the killer, especially when PVP is in the state it currently is, is really stupid. And it's
especially stupid when the only people exempt from the system are newbies, who are the most important to give some kind of protection to while they discover the game naturally. I know the developer pvp statement claims "it's less griefing to have pvp on than off", and has for years, but in the case of newbies I believe this is objectively false and only hurts the game (less players, less $). Newbies aren't a threat to anyone anyway. I realize that it's difficult to tell "newbie" from "alt", but not impossible. For example if someone spawns at a beacon... probably not a newbie.
There should really be some kind of "safe/unsafe zone" system (muh safe space!). Of course claims exist, but it's silly that stepping 1 foot outside your wall is no-mans land (unless you have an alt army ready to exploit).
I'd propose reworking the scent system such that villages act as a kind of safe zone generator. You
only leave scents if you're within X tiles of a village. You get a tooltip showing you will leave a scent or not and possibly which villages the scent is "bound" to.
Then, make scents more powerful in a few different ways. If the person who left it is part of a village, the number and severity of scents harms the village in some way, perhaps lowering the vclaim authority. The village residents who find the scent can share it amongst themselves, and while carrying the scent they are exempt from leaving their own scents on the claim of the offender.
This could lead to some really cool situations where instead of just following the lead of a scent to some giant village and basically starting a war (because what else are you going to do?), the village responsible could try to negotiate a deal. Implement handcuffs crafted with metalworking where you can leash a detected criminal village mate like an animal with them if you have enough strength. So that kind of makes a new village role of like sheriff with exp/str to deal with criminals. And perhaps this entire system could be wrapped in some statue/building that enables it so vclaims aren't automatically more powerful.
I mean, how awesome would it be to have actual village politics to the point of marching a guy out in chains. Right now the only answer is mass violence and more exploitable scents. That said it does make for great Moot posts.