Report 30

Report #30
Skillset: Sacraments Skill: Hallowedground
 Org: Celestines Status: Rejected Aug 2008
Furies' Decision:
We do not feel ghost needs to be stopped in this way and has existing
limitations on its use, especially when used against Celestians in particular.
Problem: Currently, ghost bypasses all obstacles, isn't stopped by barrier, eye
sigils, and the form can be retained for as long as needed. The only thing
ghosts can't do is walk ONTO deep water.
Solution #1: Hallowedground rips the unholy ghosts from phase when it is cast
 and on tic. In return, Hallowedground costs four power making
 ghost easier to use in 'uh-oh' situations and leaving
 hallowedground a more strategic option
Player Comments:
---[Xenthos on 8/14 @ 21:30 writes]:
Doesn't "having the option to raise deepwater to stop ghost movement" already
give Celest a major advantage in fighting Necromancers, versus either of the
other possible opponents? Do you really need a second method, allowing 3 out of
the 5 guilds to easily prevent ghost from being useable?
---[Desitrus on 8/15 @ 15:08 writes]:
"having the option to raise deepwater in a melded demesne and in the direction
they will run as standing on deepwater when a ghost does nothing" is a more
accurate description of it. Are you familiar with deluge and how long it lasts?
It's hardly a counter.
---[Xenthos on 8/15 @ 21:36 writes]:
I am familiar with deluge, yes. And, frankly, that's why I think it's pretty
good as far as counters go: It's certainly not "100%," but if they're ghosting
in the middle of a demesne (and not on the edge), it's much more of a counter
than anybody else has got. I'm not really convinced that there needs to be
another counter (which can be stacked with deluge to really stop ghost from ever
being effective) limited to the same org (just like a "choke counter" limited
specifically to Serenwilde had objections raised by both Celest and Magnagora).
Ghost is far more effective against both Serenwilde and Glomdoring than against
Celest as-is.
---[Talkan on 8/16 @ 01:21 writes]:
Hallowed ground still isn't 100% effective to stop a ghost. At a cost of four
power, it can't be used in every situation and a ghost can still get out before
the tic. Ghost needs restrictions, there is no ifs ands or buts about it, and an
increased cost to Hallowed ground providing that restriction is the perfect
option both in a roleplay and mechanical sense.
---[Thoros on 8/16 @ 06:51 writes]:
Ghost does not need any more further nerfs. There are an incredible amount of
abilities which stop and/or prevent ghost from being used.
---[Desitrus on 8/17 @ 20:49 writes]:
I'd be interested to hear all the amazing ways to stop ghosting aside from a
gigantic group pinning that person down and that person knowingly entering a
deluged demesne.
---[Ethelon on 8/19 @ 16:20 writes]:
---[Ethelon on 8/19 @ 16:21 writes]:
Broken limbs, entanglements, any sort of Hindering stop Ghost. There is no need
for further nerfing of Ghost as it is a very conditional use skill already.
---[Revan on 8/23 @ 22:09 writes]:
If anything, Ghost needs buffs, not nerfs