Looking at the big picture, we basically have the PvP Alignment system half-implemented.
There are players who go all in with risk and buy Rage, getting some moves or whatever; and there are those who can kinda-PvP (able to fully participate in PvP activities, but essentially immortal after the notorious B12 patch). This looks like an unfair advantage even for a non-PvPer like myself.
So, Problem: complicated, one-sided and arguably unfair Rage/Non-Rage system.
Suggested solution: create the balancing counterpart for Rage, and put the "undecided" characters somewhere in the middle in terms of "being immortal VS being deadly".
1. "Pacifism" skill. Once bought, it renders the character harmless in PvP, but nearly impossible* to kill. The Pacifist character involuntarily HFs whenever a non-sparring PvP relation is active within 15 tiles. That "Panic HF" can not be interrupted from outside, and if the character himself breaks the spell by specifically pressing the "cancel" button - he Faints, losing all SHP instantly and dropping unconscious.
* To avoid allowing complete immortality, these effects may be negated while in proximity to Pacified characters' Hearthfire (10 tiles?), or creating a "Stroke" wound from each Fainting - well, you guys are good at creating ways for a player to die, you'll figure this out.
- this way an immortal* character will not be able to actively participate in PvP, while retaining the ability to either flee the battle or wait for it to move elsewhere.
- "Peaceful farmers" will give up their ability to defend themselves (or their base) in exchange for PvP safety.
- "immortal backup fighters" won't be a thing in mass PvP events, useful only at a significant distance for boats/knarrs logistics and whatnot.
2. Boost "Rage". Make it give better (or any?) passive bonuses while PvPing, and/or improve the skills/moves it gives (I can't really suggest specifics since I never had this skill - should it give +100UA +100MC when acquired? Percentages to damage? Put your suggestion in the comments!). The idea is to make a Rage character distinctively better at PvP.
3. Characters without either Rage or Pacifism skill, or "normies", should have more protection from dying than Rage characters, but still mortal. Return B12 to its former glory and maybe boost all the Grievous damage modifiers on all weapons a little.
Conclusion: ideally, we create a clear distinction between in-game lifestyles.
- Active, attacking PvPers buy Rage, becoming much better, deadlier fighters without "training wheels";
- Players who don't want to conquer others but wish to have the ability to defend their homes don't buy either skill and remain "defending PvPers" - somewhat able to fight, skills and moves are clearly inferior to Rage-dependant ones, have a chance at not dying permanently;
- Players who don't want anything to do with PvP get Pacified - almost immortal* but unable to protect their own. Basically, cattle.
___________________________
This suggestion should be tweaked A LOT by people who actually, deeply understand PvP, by developers with their knowledge of the game's inner works etc etc.
But the PvP alignment system, half-introduced by Rage/Non-Rage division, have to be balanced and finalised.