Whisper wrote:How about allowing the rageless fighters but up to a certain amount of skill/stat points.As an example, not allowing stats to go above 100 (probably a lower number) without buying rage.
I'm not sure I like the idea of not being allowed to advance without opting into the PvP grief-fest. I say this in the context of all gates being visitor gates in W16.1. It seems gross to prevent someone who has invested a lot in their character from entering their base. In World 16, you at least had the option to make a base with no visitor gates.
Perhaps some solution with Rage characters always dealing
higher grievous damage; or,
higher damage to other hearthlings; or,
higher damage, period, (in addition to the higher grievous damage granted by a murderous rage), would suffice? I picture this as an incentive for fighters to learn rage to better defend an
objective (They won't be on par with rage fighters if they don't take it). This would allow PvE 'fighters' with competitive stats to defend
themselves (close openings), rather than try to K.O. their pursuer, and thus remain on even footing as far as escape is concerned.
I wouldn't mind more differentiation between PvE hunters and PvP soldiers; again, it'd be dumb if I were locked out of PvE content
because I don't want to engage in PvP. The game would become a 'trial version' while you don't have rage. Yuck!