Graal has been utilizing IP Bans for the worst offenders. However, if feel as if these do more harm for good. They're generally used for the worst hackers, the ones that attempt to circumvent bans by creating multiple accounts using device faking software.
First off, not everyone has a static IP. Many ISPs provide a dynamic IP via DHCP, which has a varying duration based on the lease. If you have a dynamic IP, getting a new IP address and circumventing a ban is as simple as restarting your modem or waiting for the next lease.
Even if you don't have a dynamic IP, you can either call your ISP and request a new IP, or you can utilize a proxy/VPN to play on a different IP. If someone is capable of hacking the game and digging through memory/game files, and faking device IDs through a program, they're likely capable of setting up a VPN.
Because of dynamic IPs, it can also effect innocent players as well. If one day I get leased an IP that was previously used by a hacker, my account may get banned as well for being on the same IP as someone else. As more people play Graal, this could become a problem-especially with IPV4 having such a limited amount of addresses.
Also, it can affect public networks. If someone was banned at a popular location such as a cafe, airport, or other public location, it can prevent other players from playing there, or even leak their ban onto innocent players.
As Graal Continues to grow, I feel like the decision to use IP bans should be reconsidered. They worked ok when Graal was small, but now that thousands of people are logged in at a time, I don't think they are a very good idea. They're good situationally for small thinks like Minecraft servers, but on a large scale game they aren't worth the problems they cause.