With your changes to perk chances for crafting gear, especially armor, now providing better rolls for PVP perks, I was displeased to see that you made the same exact changes to the limited perk pools for Dungeon Replica gear. Dungeon Replica gear should keep its old, limited perk pool so that we have better chances of rolling good bane/ward gear rather than just another way to craft PVP gear. I saw no mention of these perk pool changes in your release notes. Were they intended or a mistake? In either case, please consider reverting those changes. Giving different perks their own percentage to roll is fine; giving them Dungeon Replica gear the same giant perk pool as regular crafted gear is not.
Let us PVE players be able to craft good PVE gear for ourselves. Thanks!
Yup. All the changes to crafting is to suit Pvp player but it basically ruinned all pve gear rolling.
No one cares about resilient for dungeons. Need to seperate the 2 types of gameplay, they just do not go hand in hand. Trying to merge them is only resulting in nothing feeling good.
pve gear is the cheapest stuff you can buy on the market place because nobody pves and there is a excess amount. While resil is always like 10x the cost.
i also 100% agree this needs addressing ASAP (along with the removal of the 25 muts per week (i just came from vacation and already at max muts, so not even playing this weekend more than likely, due to the devs not wanting me to play too much (ironic huh)