To continue on Old’s suggestion;
I haven’t seen the changes first hand. But I do know that I’ve emphasized several times that Exura Immune is broken. When you put a ”constant/unchanging” spell with 3 other spells > that’s the complete opposite, you will without a doubt find an unbalance. As Old Powerz vaguely explained, ”there’s no real difference between a rebirth 1000 and someone higher”, since that’s how it was ”designed”. While other spells are designed to increase in damage as you progress through the game. (There’s obviously a difference, but I think you get the point).
I decided to put a chart to vaguely explain the situation. HAVE IN MIND THOUGH that the chart is not accurate at all – So it’s a bit unjust. But it’s just to explain ”what’s” happening/going to happen.

As mentioned, the image is obviously NOT accurate. While Immune is good for PVP, quests, World Boss and of course the option to cast it on a friendly target > it’s kinda useless for hunting. While other spells are average/good for hunting but situational/good for PVP. So it’s hard to fully rate any of the spells since 1 is supportive and the rest are offensive.
”When you inject a spell that’s not based on rebirths, it will excel in the lower rebirths and eventually tune down compared to the other spells until it’s rendered useless..”
I’d like to insert that I don’t think Exura Immune is bad, - not at all. It’s just the point that it excels to much in the lower rebirths and takes ”lots ’n lots” of rebirths before it eventually tunes down a bit while remaining vocations has to wait far longer to gain advantage with their spells.
I also don’t have any solutions to the ”problem” since I believe 85% are fine with how it currently is. But it’s worth to note that the reason why both SD and MR has changed several times is because of this darn Immune spell. And that just starts another issue that leads to another issue
I haven’t seen the changes first hand. But I do know that I’ve emphasized several times that Exura Immune is broken. When you put a ”constant/unchanging” spell with 3 other spells > that’s the complete opposite, you will without a doubt find an unbalance. As Old Powerz vaguely explained, ”there’s no real difference between a rebirth 1000 and someone higher”, since that’s how it was ”designed”. While other spells are designed to increase in damage as you progress through the game. (There’s obviously a difference, but I think you get the point).
I decided to put a chart to vaguely explain the situation. HAVE IN MIND THOUGH that the chart is not accurate at all – So it’s a bit unjust. But it’s just to explain ”what’s” happening/going to happen.

As mentioned, the image is obviously NOT accurate. While Immune is good for PVP, quests, World Boss and of course the option to cast it on a friendly target > it’s kinda useless for hunting. While other spells are average/good for hunting but situational/good for PVP. So it’s hard to fully rate any of the spells since 1 is supportive and the rest are offensive.
”When you inject a spell that’s not based on rebirths, it will excel in the lower rebirths and eventually tune down compared to the other spells until it’s rendered useless..”
I’d like to insert that I don’t think Exura Immune is bad, - not at all. It’s just the point that it excels to much in the lower rebirths and takes ”lots ’n lots” of rebirths before it eventually tunes down a bit while remaining vocations has to wait far longer to gain advantage with their spells.
I also don’t have any solutions to the ”problem” since I believe 85% are fine with how it currently is. But it’s worth to note that the reason why both SD and MR has changed several times is because of this darn Immune spell. And that just starts another issue that leads to another issue