Just looked at graphs, almost identical lol?
KitPvP loses it's prime BECAUSE of the OP gear. Sure, it may be prime time for you once you and a handful of other players get OP gear, but now the server is dead because nobody can kill you.
I'm not sure whether you disagree with the kit, or about what I said with teaming. We've never wanted teaming on KitPvP, that has never changed. We've also never enforced it. We probably won't be enforcing it on Barebones either, unless we come up with a fair system to do so.
If you disagree with the kit, we are open to suggestions, and it will probably be modified after the Staff Beta. Additionally there will be a new kit each Season.
I agree, barebones needs more of a long term purpose for the players that know they wont win seasons - other than practicing your PvP skills,
Why not work together and compromise? What Barebones is currently missing, is long-term achievement/purpose. What KitPvP 5.0 is missing is balance and long-term sustainability.
Let's come up with some ideas for Barebones - Stuff that will transfer over from each season, stuff that people will strive to get, just like P4 on 5.0. One idea is with collectibles.
Currently, we have 6 categories of collectibles.
Death Effects, Hats, Trails, Pets, Titles and Emotes. (the water bottle resembles boosters)
Some collectibles in each category will be for Donators only, and some will be purchasable only with gems. Unlocked collectibles will be transferred over each season, along with new collectibles introduced. We can have elite collectibles, things that will be hard to get and take work, just like P4. For example a Dragon Head hat (Which looks cool AF in case anyone didn't know), or a dynamic snowman pet, epic titles (Which are also displayed above your head) etc. etc.
These are just a few ideas.
Let's bring that purpose to barebones, without the unbalanced gear.