I noticed we had a spambot here:
Exactly! This isn’t about equal disadvantage. PvP-optimised players gain instantly, while casuals or village-focused builds get hit hard. Balance feels skewed!
Literal AI slop, what is "village-focused build?" But I'd still like to address this. I'm not saying Jorb actually just fixed the PvP system or anything, but I just feel that complaining about the Rage change sends a less-than-helpful signal to Jorb.
Casual players can regain most of the "basic functionality" just by making a Rage alt (bash someone else's flag/challenge or place your own) while "PvP-optimized players" now can't just have bots operate fresh spawn characters that do those things everywhere, automatically.
I could be missing something, but to my understanding casual players only lost one niche tactic: go out on your main to bash the flag, rely on raw stats to ignore/tank low-stat rage alts. Can't do that without unlocking Rage and applying a permanent debuff on yourself. To be clear, the debuff is the utterly non-intuitive system where any open "Heavy Gate" (ie. any Palisade, Brickwall, or Totemic Gate*) contains a force field that selectively only allows through characters that either A) have no Rage or B) have Rage, but have no active combat relations,
including PvE opponents. "Want to run into safety while chased by megafauna/monster? Looks like you unlocked the ability to PvP in a supposed PvP game, get f***ed." This is kind of a separate root issue that can get obfuscated if people focus too much on bickering about relatively minor surface details.
*Can't guarantee/verify, but Jorb advertises said structure as:
The gate has all the functionality of a normal gate, in that it can be closed and locked, but it needs to be manually placed. For purposes of W16, the "Totemic Gate" is always a visitor gate.