And for contrast purposes, PvP players delete transmute geodes because we've already transmuted dozens of items, have uncracked geodes stacked on mules, and are perpetually at the crystal cap.
The system is heavily biased towards PvP play, but most players are PvE. It doesn't make sense.
And for contrast purposes, PvP players delete transmute geodes because we've already transmuted dozens of items, have uncracked geodes stacked on mules, and are perpetually at the crystal cap.
The system is heavily biased towards PvP play, but most players are PvE. It doesn't make sense.
And for contrast purposes, PvP players delete transmute geodes because we've already transmuted dozens of items, have uncracked geodes stacked on mules, and are perpetually at the crystal cap.
The system is heavily biased towards PvP play, but most players are PvE. It doesn't make sense.
It makes sense if they are trying to encourage more PvP participation. The end of campaign reward is generous with the crystals, but the rewards of the worthy only gives me 4 crystals. Bad rng I guess.
And for contrast purposes, PvP players delete transmute geodes because we've already transmuted dozens of items, have uncracked geodes stacked on mules, and are perpetually at the crystal cap.
The system is heavily biased towards PvP play, but most players are PvE. It doesn't make sense.
It makes sense because the idea is that PvP players don't like to spend a lot of time in PvP to get the items in the perfect traits, whereas the PvE players are playing PvE anyway, so have a better chance of getting the right pieces without needing transmute stones.