The squad enters the burning circle

Battlefields that refuse trusts now admit your own characters. Enter first, call inside, and the fight's own participant cap and level cap do the balancing.

Until today a BCNM turned your squad away at the door with the same sentence it uses on Shantotto: this battlefield does not allow trusts. That rule made sense for summoned echoes of story characters. It never quite made sense for the people on your own account.

So it no longer applies to them. Every battlefield that refuses trusts now admits your squad, orb fights included.

How it works

  • Enter first, call inside. Stepping through the burning circle dismisses any trusts you have out -- that part is the engine and has not changed. Once you are inside, !squad call works.
  • The fight's participant cap binds. Players plus squad members must fit the fight's own limit: a 3-cap orb fight is you plus two members, a 6-cap fight is you plus five. Which members answer follows your slot order, so put the two you want first if you are heading into a small fight.
  • Everyone obeys the level cap. A capped fight paints you down on entry, and every member you call inside is painted down to match. Your level 75 WHM alt walks into a BCNM30 as a level 30 WHM.
  • Calling mid-fight still refuses. The no-reinforcements rule is unchanged: call your members before you pull, not after.
  • Regular trusts are unchanged. The fights that refused Shantotto yesterday refuse her today. This door is for your own characters only.

The honest parts

  • Fights balanced around player groups will still be hard. Squad members at a level cap fight with capped stats, summon sickness on arrival, and whatever gear their character actually owns at that level.
  • Mercenary guests follow the same door as the squad, because the two share their rules on purpose.

If a battlefield refuses your squad and the sentence does not explain itself, say so -- refusals are supposed to tell you which rule you hit.

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