Forgive my ignorance if I am incorrect, only having ever been on the receiving end of both, but gravehands and piety appear to be mechanically the same ability, albeit for diametrically opposite factions.
Why is it, therefore, that dirge can banish gravehands, but has no effect on piety? Should it not affect both equally?
(No flaming, sensible, well reasoned comments only please)
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Bard removes gravehands with a song
Necromancer destroys rites (piety) with necromancy
Devotionalists do ???
On top of that gravehands only effects non-Mhaldorians and not people on your enemy list. While Piety only hits those on your enemy list. >.>
Made for some very annoying Mhaldorian ranked duels let me tell you damnit.
Dirge has been a point of contention for completely different reasons than you state. It's a neutral, easy, and untaxing counter to a factional staple. If you're going to argue that it should affect both gravehands and piety equally, it should be in the direction of making it affect neither and be repurposed altogether.
Both of those "differences" are nearly meaningless, while technically true. Rarely do you need to see Piety to know it's there, when there's a Devo user in another group, and rarely do raids involve more than 20 enemies (negating the "enemy only" thing).
I agree that they are not "equal", but I would have to say that they are essentially as equivalent as two abilities could possibly be without actually being the same skill.
With that said, I don't think anyone cares if they are equal or not - I think what people care about is the fact that Piety (read: Targossas' crowd-control) is now easily removable in group combat scenarios, whereas Gravehands (read: Mhaldor's crowd-control) is not.
The other somewhat valid question is: Why was this even given to necromancy at all? I'm not aware of any solid reason that it would be spontaneously added, without doing the same for other, "equivalent" abilities elsewhere in the game. There's no way to cure hamstring, pinshot, or vines, for example. All three of those abilities would be virtually meaningless in 1v1 combat if you could, as is now the case with Piety, against Infernals or Apostates. Now priests have no way to hinder necromancy users, but are still completely boned against gravehands, in 1v1 combat, which is a HUGE nerf to priest and a HUGE buff to necro users, in 1v1 combat, which I think is a pretty huge, but unintended side-effect of a purely group-combat-based change.
I think a lot of people seriously underestimate how crucial Piety is for priest offense, particularly. Without it, it is almost entirely possible for a priest to kill someone who knows when to hit the panic button. Due to this change, as far as a priest is concerned, Necromancers and Infernals essentially just got Evade, bringing the number of classes that we have zero chance of killing* to four. [ * assuming they aren't terribad at combat ]
The same logic does not apply to knights, primarily since they are a prep class and therefore do not require hindrance in order to complete kill sequences - and they also have Blocking, easier/faster leg breaks, lunge, and engage. Combat balance regarding Piety is always so hard to talk about since it is a relatively strong ability that is somewhat wantonly given to two completely different classes. For example, this is a HUGE hit to priest, but a relatively small hit (but still a hit) to Paladins.
Edit: Gravehands was added in so Apostates could fight people. Without a room hindering ability apostate is equally as difficult to fight as, as a priest. And again, it's not like they can just do this willy nilly. If you think that you are extremely miss informed on how the skill works.
I actually didn't know that it's channeled, but this isn't a particularly dangerous against a priest. A 1-2 second curing pause doesn't open up any opportunity that isn't immediately outweighed by the fact that you are now able to freely leave the room (since Piety is essentially the only thing we have that can stop you from doing so). Unpause, eat bloodroot, stand, and leave. If we prepped a leg and immediately started a shatter when you began Desecrate for a double leg break, it might buy a priest enough time for like 2 attacks before you can cure it up and run, but the time used by Shatter and Smite would cost a huge amount of momentum (in fact, more than we'd regain during the on-balance time before you could stand).
I'd say that Desecrate is far more valuable in 1v1 combat than in group scenarios, specifically because 1v1 combat allows you to do it in the room with your opponent, vs. in group combat, where you more or less have to do it while they're not present.
How does it work with balance after the channel completes? Because if you regain balance at the end of it (like shatter), then it's actually WAY BETTER than if it wasn't a channel, because it makes it impossible for a Priest to simply replace Piety before you regain balance. This would be a particularly terrible mechanic if that's how it works.
Yes, but forcing a priest to paralyze you means forcing a priest to stop attacking (while you continue curing) which means you are obliterating their offense. Priests have no way to reliably paralyze with a combination attack, which means that to stop it they'd have to jab, torc, or prone you (assuming that stops it) - none of which can be worked into a priest chasten/disrupt combination.
So sure, you can stop it, but you've accomplished the same thing that running would have accomplished: Stopping the affliction pressure while continuing to cure.
edit: I didn't think of this earlier, but it really isn't anything particularly new, since blackwinding after a smite, sap, chasten, or virtually anything else, is effectively Evade anyways, assuming you don't get unlucky and get hit by Cleansing. Most classes have ways of ignoring Piety, but that doesn't mean we need to add even more (particularly to classes that already had several).
Hinders who?
Gravehands hinders literally everyone except Mhaldorians. √
Piety only hinders personal enemies of the Devotionist. x
Tentacles only hinder personal enemies of the Occultist. x
Flying
Gravehands hinders victims taking to the skies. √
Piety hinders victims taking to the skies. √
Tentacles do not (?) hinder victims taking to the skies.* x
"Duanathar"
Gravehands hinders duanathar. √
Piety hinders duanathar. √
Tentacles hinder duanathar. √
Visibility
Gravehands highly visible both in and out of the room. x
Piety invisible out of room, visible in room (w/Vision skill). √
Tentacles invisible except on proc. √
Anonymity
Gravehands casters are completely anonymous. √
Piety caster can be reasonably identified (w/Vision skill) x
Tentacle casters are instantly identifiable on proc. x
Ranged?
Gravehands can be cast remotely via ranged attack √
Piety cannot be cast remotely. x
Tentacles cannot be cast remotely. x
Alternative Escape
Gravehands be evaded/tumbled out of. x
Piety can be evaded/tumbled out of. x
Tentacles can be evaded/tumbled out of. x
Mobility
Gravehands are immobile. x
Piety is immobile. x
Tentacles are highly mobile, following occ without effort √
Area control
Gravehands can be cast in, and affect, multiple rooms. √
Piety can be cast in, and affect, multiple rooms. √
Tentacles can be in, and affect, only one room at a time. x
Banishment
Gravehands can be banished by Voicecraft Dirge. (Adept) x
Piety can be banished by Necromancy Desecrate.(Mythical) x
Tentacles cannot be banished through special means. √
Dismissal
Gravehands can be dismissed by the Necromancer. √
Piety can be dismissed by the Devotionist. (now) √
Tentacles can be dismissed by the Occultist.* √
Persistence
Gravehands persist after Necromancer death. √
Piety vanishes upon Devotionist death. x
Tentacles vanish upon Occultist death. x
Decay rate
Gravehands decay x6 rate when caster is out of the room. x
Piety decays x6 rate when caster is out of the room. x
Tentacles caster is always in the same room n/a
Extension
Gravehands life cannot be extended. x
Piety life can be doubled with an artefact tuning fork √
Tentacle life cannot be extended.* n/a
Flavour
'The hands of the grave grasp at your ankles
and throw you off balance.' √
'A rite of piety prevents you from leaving.' (boring) x
'A tentacle from person's body lashes out at you,
wrapping around your body and holding you firm.' √
*To my knowledge
edit: Correct me if I'm wrong on any of these!
Should include devo, essence, karma, mana, WP, endurance cost, while we're getting academic!
@Arador if it's a 4+ second channel, then you'd be right that it'd be pretty dumb to use in 1v1. I honestly have no idea what the channel time is on it, so that whole portion of my argument may very well be invalid. I will admit that I assumed that it's in the 1-2 second range, since every other channel that isn't either an insta-kill or an environment-changing ability is.
4s balance cost.
500 mana cost.
3.5%-4% essence cost
quick-witted, diadem? 30% eq reduction is pretty significant, in either direction.
Also, I wonder if that's forcible. *g*
If dirge was repurposed to not affect Gravehands, I don't see a big problem with Devotionists getting a specific counter to gravehands, but it's not exactly a pressing or necessary issue considering there's already a neutral counter to the ability.
Individual classes (particularly rarely used ones) having the only hard counter to an ability that several other, factional classes (particularly, two popular ones) is, and always has been, a terrible concept.
I thought IRE was trying to get out of this whole "lets force people to change class / remain a class for their organization" thing anyways (see: Houses).
Seeing a thread like this, and all of the people arguing about how things are "fine", I can't help but think of the fact that runies just got a hindering abilty, unprecedented for us, and which seems to have *really* slipped in under the radar (although it's possible and even likely that some players were involved in getting it suggested and approved). Even as a non-com, I feel almost 99% certain that if that hindering idea had been suggested by almost anyone (even someone who is generally liked and respected as a combatant), huge swaths of the playerbase would have screamed bloody murder. They would have lectured the OP on what he should do, and insist that no hindering was necessary, and that he should use walls, and many other things I admit I don't understand. They certainly never would have conceded that maybe something like this could be done without breaking Achaea. And maybe it *will* for a time - in fact the thread about the new runie ability does show some things that people strongly feel must be fixed, but being extremely averse to any sort of change in this vein really does seem like a theme for us.
EDIT: same thing with standardizing weapons, really, and any one of the huge changes happening right now. People screamed bloody murder that that removing probability from weapon stats would be a horrible change for about 10 years. Literally fought it tooth and nail any time it came up. Thank God sometimes admin just ignores us and says, yep, we think this will be a good change.
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EDIT: also, serious question. Would not have many Runies have jumped at the chance to trade the stat runes for a true hindering ability? I'm asking.
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I think the Isaz change is a welcomed addition to the class before or after the knight changes.
There have been very few pre-discussed major changes to the game that weren't vehemently argued against, given the opportunity. (Some) people even argued that kill rooms were a valuable, fair part of the game.