Balance Suggestions

As things stand we have a small percentage of the player population with humours over 200, and the rest below 100. While I appreciate that no lifers should be rewarded, in a game like salem this also punishes casuals (your main playerbase for this kind of game).
Several possible fixes :
A one time nerf : Every character loses 4/5 of their humours when the system is fully balanced.
Combat change for pvp only : Yb works on a percentile basis raising base weapon damage by (humour/5)%. All weapons do a certain amount of damage (again a % of blood of the target) and the increase is multiplicative rather than additive. For example, say a sword does a base damage of 10% per hit. With a 300 yb humour it would do 16% per hit. Quality of the weapon playing into the % would also not go amiss. Armour could reduce damage % done (to prevent mass zerging).
Limitation of damage : Currently a high humour character can completely wipe out a claim. Crime is very unbalanced in this respect and is a high reward activity with little (or no) risk if you are no lifing. Simply put every crime committed has a counter, these are linked to all characters on the account. Once the threshold reaches a certain value the criminal is "wanted" and anyone in boston can get their scents from an npc. C&D reduces the amount added to the counter. As an estimate : Theft of 50 items along with the destruction of 2 objects seems reasonable (gates do not count towards this counter) for a lowish (25 C&D) character to perform without becoming 'wanted'.
Several possible fixes :
A one time nerf : Every character loses 4/5 of their humours when the system is fully balanced.
Combat change for pvp only : Yb works on a percentile basis raising base weapon damage by (humour/5)%. All weapons do a certain amount of damage (again a % of blood of the target) and the increase is multiplicative rather than additive. For example, say a sword does a base damage of 10% per hit. With a 300 yb humour it would do 16% per hit. Quality of the weapon playing into the % would also not go amiss. Armour could reduce damage % done (to prevent mass zerging).
Limitation of damage : Currently a high humour character can completely wipe out a claim. Crime is very unbalanced in this respect and is a high reward activity with little (or no) risk if you are no lifing. Simply put every crime committed has a counter, these are linked to all characters on the account. Once the threshold reaches a certain value the criminal is "wanted" and anyone in boston can get their scents from an npc. C&D reduces the amount added to the counter. As an estimate : Theft of 50 items along with the destruction of 2 objects seems reasonable (gates do not count towards this counter) for a lowish (25 C&D) character to perform without becoming 'wanted'.