It's pretty apparent that nidbanes are functionally dead content. So why not have some sort of mechanic where you can use a runed dolmen (or something else maybe) to offer scents and temporarily weaken the offender's claim? Have it to where Siege engines need less time to set up, or something of comparable effect to that. The effect itself can still be affected by the victim's stats in comparison to the offender (similar to how using the scents itself works), and naturally would scale with the sort of crime being committed.
In my eyes, and experience, mechanics that were intended to protect defenders ultimately get further abused by the offenders themselves. A small group of 4 or so players is allowed (and essentially encouraged) to run around accosting/assaulting random, weak players to their heart's content. When they are met with any resistance they almost always escape because of runner's advantage, and are functionally impossible to siege under any circumstances because sieging requires 600 people to run 24 hour shifts on a piece of wood for 3 days.
I'm not advocating for more stat normalization, or a nerf to pvp itself, or divorcing stats from item quality or anything like that. I just think there is a massive disparity in that you can be as aggressive/obnoxious as you want with functionally 0 repercussion. Running around with a group of 3+ people means, functionally, you are never going to die, and if you incur the ire of a community around you or a faction, you are functionally immune to any backlash because you entirely dictate the pace of their actions via exiting your palisade. I think this can very easily be fixed with a system that allows some sort of retaliation against aggressive parties.
This wouldn't allow gankers/raiders to abuse the mechanic, since it can only be used defensively.
Maybe there's an issue here I'm missing? But so much of the game ends up being dictated by the fact that small pvp groups get to run around doing whatever they want, only detered when/if a group of defenders shows up to drive them away for a little bit. There's realistically 0 risk associated with being the aggressor, and the game is functionally devoid of any reasonable punishment for doing so, without a massive net loss for those trying.
EDIT: Maybe have the scent only work if used on a Runed Dolmen within the claim it was laid upon? So that you could avoid selling scents to other players/factions (if that was an issue to begin with)? Also I think the effect should be further based on the claim's total authority.
EDIT2: Nvm people in the discord have let me know why this idea wouldn't work. My points still stand about sieging/nidbanes being worthless, and there being functionally 0 consequence for a group of players to run around on a killing spree with 0 regard for any pushback. Maybe someone will figure out a solution