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    Design Department Cinco's Avatar
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    Quote Originally Posted by kikemm17 View Post
    There have been multiple people, including myself, who thought it was a bug, since the orb works one way while the staff works differently. When you tap a player with the orb, it will automatically proc and reduce the target's armor and speed even if mage shield immunity is on, because the proc has been activated. On the other hand, the staff won’t apply any proc because mage shields last long, and then glowstik shield can be applied. You would die trying to activate a single proc from the staff.
    If this is how it’s intended to work, then yes, I would like to request a change. Most importantly, I want to emphasize again the need to fix the issue with warriors being overpowered in PvP. Again, thank you.
    Ah! It sounds like the Orb is missing the logic that respects target immunities - which would mean the fix is either a nerf for the Orb or stripping the logic that the Staff uses to respect immunities.

    Either works for me but I suspect that you (and other Mage players) would much prefer that the weapons just don't care about your target's strategic buffs... since the target will be gaining benefits that could balance / outstrip the incoming debuff.

    Thank you for the explicit details. I should have time to look into this very soon.

    As for PvP - every Class has their moment. Reflect is about to get capped at 10% for PvP (which will help some).
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    Quote Originally Posted by Cinco View Post
    Ah! It sounds like the Orb is missing the logic that respects target immunities - which would mean the fix is either a nerf for the Orb or stripping the logic that the Staff uses to respect immunities.

    Either works for me but I suspect that you (and other Mage players) would much prefer that the weapons just don't care about your target's strategic buffs... since the target will be gaining benefits that could balance / outstrip the incoming debuff.

    Thank you for the explicit details. I should have time to look into this very soon.

    As for PvP - every Class has their moment. Reflect is about to get capped at 10% for PvP (which will help some).

    It's not just the mage's star beast weapons; it's every class' star beast. I believe that every weapon should respect immunity. Additionally, it's not just reflection; the star beast chain and the new Rusk weapon for warriors are simply too overpowered compared to rogue and mage weapons. We lack damage compared to theirs, even though they are not damage-focused classes.

    To paint a clearer picture, consider this: a warrior with 2k strength can one-tap a 4k int mage with the chain or eliminate them with the Rusk reflection. Clashes and versus matches aren't the same anymore if a single warrior can take on four opponents in a team death-match. 4v1!!

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    Quote Originally Posted by kikemm17 View Post
    It's not just the mage's star beast weapons; it's every class' star beast. I believe that every weapon should respect immunity. Additionally, it's not just reflection; the star beast chain and the new Rusk weapon for warriors are simply too overpowered compared to rogue and mage weapons. We lack damage compared to theirs, even though they are not damage-focused classes.

    To paint a clearer picture, consider this: a warrior with 2k strength can one-tap a 4k int mage with the chain or eliminate them with the Rusk reflection. Clashes and versus matches aren't the same anymore if a single warrior can take on four opponents in a team death-match. 4v1!!
    Cool. We'll do a pass through all of the Star Beast weapon proc data and ensure that it's consistent with respect to immunity logic. The expected result will be Orbs won't proc in situations where the Staff won't proc. Not sure when this will be looked into (as PvP is among the lowest of priorities for the team) but it's on the list! :-)
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    Quote Originally Posted by Cinco View Post
    Cool. We'll do a pass through all of the Star Beast weapon proc data and ensure that it's consistent with respect to immunity logic. The expected result will be Orbs won't proc in situations where the Staff won't proc. Not sure when this will be looked into (as PvP is among the lowest of priorities for the team) but it's on the list! :-)
    Well could you buff the duration of the star beast shield from 5 seconds to 7 seconds that would be much appreciated


    Sent from my iPhone using Tapatalk

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    Quote Originally Posted by Killyxan View Post
    Well could you buff the duration of the star beast shield from 5 seconds to 7 seconds that would be much appreciated


    Sent from my iPhone using Tapatalk
    -1, it’s good as it is. You can use kraken aegis if you want long lasting pull.
    <Elite Runners>

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    Quote Originally Posted by Killyxan View Post
    Well could you buff the duration of the star beast shield from 5 seconds to 7 seconds that would be much appreciated


    Sent from my iPhone using Tapatalk
    yes pls need more time, or increase dmg of pull, krak aeg have 8 sec and give same 75% dmg red @.@ ty


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    Quote Originally Posted by Cinco View Post
    Cool. We'll do a pass through all of the Star Beast weapon proc data and ensure that it's consistent with respect to immunity logic. The expected result will be Orbs won't proc in situations where the Staff won't proc. Not sure when this will be looked into (as PvP is among the lowest of priorities for the team) but it's on the list! :-)
    Why would PvP be among the lowest priorities for the team when everyone would play it if it was fair for everyone. People stop playing PvP because of the unfairness. Even if one player played it, it’s part of the game and should be addressed with the same importance as the other game modes. There’s many players who would agree.

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    Quote Originally Posted by kikemm17 View Post
    Why would PvP be among the lowest priorities for the team when everyone would play it if it was fair for everyone. People stop playing PvP because of the unfairness. Even if one player played it, it’s part of the game and should be addressed with the same importance as the other game modes. There’s many players who would agree.
    This isn't the place to rehash the years of conversation we've had on PvP - so I would encourage you to read some of the other feedback from the development team on the value of PvP.

    TLDR; the PvP modes at their very finest, most balanced and exciting, only appeal to a very small number of players. Ever. Since the beginning of time in Arlor. There was not a point in history where PvP was anything more than a fun diversion for a handful of our beloved Legends.
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    Quote Originally Posted by Cinco View Post
    This isn't the place to rehash the years of conversation we've had on PvP - so I would encourage you to read some of the other feedback from the development team on the value of PvP.

    TLDR; the PvP modes at their very finest, most balanced and exciting, only appeal to a very small number of players. Ever. Since the beginning of time in Arlor. There was not a point in history where PvP was anything more than a fun diversion for a handful of our beloved Legends.
    I have been playing AL for a very long time. I only play this game for the PvP mode. As do most of the people I know in the game. As I mentioned before, even if only one player played PvP, it should still be in your list of priorities. Every aspect of the game is important, regardless of the number of participants.

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