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    Monday, September 14, 2020

    Guild Wars 2 It's the only thing that slowly stops the ache...

    Guild Wars 2 It's the only thing that slowly stops the ache...


    It's the only thing that slowly stops the ache...

    Posted: 14 Sep 2020 02:01 AM PDT

    A spontaneous gathering of a snowman cult. ONE OF US, FOR THE SNOW.

    Posted: 13 Sep 2020 07:36 PM PDT

    This is one of the organic, random and fun things that happen in Guild Wars 2. Someone mailed me and half of Lions Arch 3000 Angry Snowman potions and created a winter cult (more screens in comments section).

    Posted: 14 Sep 2020 12:43 AM PDT

    He's nothing special, but I am very pleased with my Charr Berserker

    Posted: 13 Sep 2020 08:30 PM PDT

    Just a friendly reminder to identify all of your equipment before salvaging it - even blue ones. :)

    Posted: 13 Sep 2020 10:32 PM PDT

    But why tho?

    Posted: 13 Sep 2020 11:34 AM PDT

    Can we have a vendor to exchance consumable items from the BL?

    Posted: 14 Sep 2020 04:40 AM PDT

    Can we have a vendor to exchance consumable items from the BL?

    Basically what the title says. I currently own the permanent self-style hair kit and the game is still giving me temporal self-style hair kits when I open BL chests, which is kinda useless since I already have the permanent one. Some players are having the same issue with other stuff like the instant repair canisters or the bank access expresses, because they already own the permanent version of the item.

    I really think Anet should implement a vendor to exchance thiskind of consumable items. What do you think?

    https://preview.redd.it/513v4wwco3n51.jpg?width=917&format=pjpg&auto=webp&s=f83520a48f7fc65752bebeaa1f5ff3a92e0cd38e

    submitted by /u/MrKazehaya
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    [dM] Deez Mutts | Artsariiv | 0:35

    Posted: 13 Sep 2020 07:59 PM PDT

    Hello Guildwars2 community,

    It has been a while since sN's original triple midburn, but thanks to some class buffs since then and a new strategy, we are proud to present a new Artsariiv record.

    Log: https://dps.report/vimf-20200912-004910_arriv

    Strategy

    Originally our team composition was going to be 2x SLB, 2x DH, and 1x Ren, but after some testing we discovered 1x SLB, 1x Weaver, 2x DH, and 1x Ren was superior due to SLB cooldowns being too restrictive on top of weaver being able to apply instant vuln which ended up being a large damage gain. Our two biggest time saves resulted from faster splits and a stronger boon prestack (boon extensions from herald f2 and weaver's sand squall), which allowed for more offensive builds during the fight. Herald's facet of nature-dragon(glint) increases duration of all boons by 20% allowing precast boon duration to be at 120% and the consume, True Nature, extends all boons by 2 seconds. Tempest's sand squall also extends all boons by 3 seconds. With the new precast our Ren didn't have to use f2 at all for might, and maintaining quickness only required one DH to take FMW, allowing the other DH to use Dragon's Maw for free damage. With slightly better execution we theorized you could get 34s kill with the same comp, but with the new fractal coming out, a bunch of bugs ruining runs, and instabs being terrible we decided to call it here.

    POVS

    Ren (Chem): https://www.youtube.com/watch?v=LyAI2yMm3Is

    Weaver (Koto): https://www.youtube.com/watch?v=BJIMBr80uQM

    DH (Pupsi): https://www.youtube.com/watch?v=9nOmTDfB1Jc

    DH (Levi): https://www.youtube.com/watch?v=a--EjZARnBw

    SLB (Luck): https://www.youtube.com/watch?v=611a5hX87sg

    Special thanks to Zetta for thumbnails :)

    submitted by /u/Desmethylcitalopram
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    After the war, any remaining members of Blood were branded as enemies of the United Legion. Rather than kneeling before Khan-Ur Smodur, many Blood fought to the death to retain their sovereignty while others fled west to Lion's Arch to preserve what was left. Koda is the last of Blood's Centurions.

    Posted: 14 Sep 2020 01:06 AM PDT

    No please not the belt again [OC]

    Posted: 13 Sep 2020 02:03 PM PDT

    I miss this character selection screen

    Posted: 13 Sep 2020 03:52 PM PDT

    the new achievements filter cog

    Posted: 13 Sep 2020 12:29 PM PDT

    an underrated change to the achievements panel was added on aug 25th 2020. it barely got any fanfare and only 2 mentions here in reddit in the posted patch notes and the upcoming/new changes.

    A new filter menu has been added to the Achievements tab of the Hero panel.

    https://imgur.com/a/8BV88Dv

    in the past we've had to go to https://gw2efficiency.com/account/achievements and change the filters to narrow down what we want to go hunting for.

    well now we can do this in game! but beware, clear all filters when youre finished. i had closed the panel and logged off, the next day i logged in to do my dailies and i clicked the shaky chest for my login rewards and dailies and the dailies panel was gone, the hero panel had no dailies panel. it took me a few minutes to find it was the filter that hid the dailies panel that persists through closing the game.

    submitted by /u/Gunnho
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    [Art] I did for a friend of her cute Norn :)

    Posted: 13 Sep 2020 02:25 PM PDT

    The Commander Is Peckish

    Posted: 13 Sep 2020 09:56 PM PDT

    I don't understand why people list things on TP like they do

    Posted: 14 Sep 2020 07:29 AM PDT

    Heavy bag of coins listed at about 1k gold, but it drops up to 1.5 gold Can anyone explain why people would pay the listing fee to put something worthless up for huge amounts of gold?

    submitted by /u/doomcomes
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    The Weekly Map Recap, Special - The Launch of Guild Wars 2

    Posted: 13 Sep 2020 02:44 PM PDT

    Welcome to the Weekly Map Recap, a series where we look back at one map in the game each week. We'll look with a critical eye at how each map represents its theme, proves faithful to its lore, and implements its design. We'll see how effective its gameplay is, whether the art holds up, and the forecast for the map's long term retention. With 52 maps to date, it'll be quite the journey!

    Today's a bit different. As we continue through the post-launch maps, we're occasionally going to be stepping back to take a look at the larger context of the game at that time. This will help us get a better understanding of design intentions and decisions.

    Links to the previous entries in a reply at the bottom!

    Also, before we get to the recap, you should know that I'm currently conducting a survey on map preference. I'm currently still accepting responses - and I'll be publishing the results in a Weekly Map Recap Special article. Get in those responses while you still can!

    -----------------

    Weekly Map Recap Special: The Launch of Guild Wars 2

    Okay, so before we continue talking about maps, we should talk about the launch.

    Wait a second - I hear you asking - isn't this a series of articles about environmental design? What does the launch have to do with it?

    Well, content development for any live product is a conversation. No map exists in a vacuum. All of them exist as part of a large conversation between not only the developers and the player base, but also between dev teams at different times and with different members.

    Given that, it's important to talk about the context of early map design in Living World Season 1 and 2. And to do that, we need to talk about launch.

    The Second Coming: The Run Up to Launch

    To set things up, before the launch there was a great deal of unity in the Guild Wars 2 community. There was a minority of folks that felt Guild Wars 1 had been abandoned too abruptly - and there was some truth to that, with the bait and switch with Utopia - but the run up to release had been so long that the GW1 only contingent had long since either quieted down or moved on.

    In general, the pre-release community was an evangelistic one. Especially after the 'Manifesto' there was a sense that GW2 really had a chance. You know, the chance to carve a place for itself in the MMO market and make a change. SWTOR and GW2 were neck-and-neck in many fan's hopes for the future of the genre, and after SWTOR turned out to be a high-budget clone of WoW in many respects, a number of those looking for the 'next thing' looked at GW2 and TERA.

    The Arenanet team played up this aspect of the game. From the earliest conversation in PC Gamer about the game - sadly impossible to find these days if you don't have the actual magazine - they talked about doing things that would change the way MMOs worked. Some great info from that interview in this old forum thread here. Note references to the movement mentioned - they talked about players being able to jump, climb trees, swim, and slide. They talked about a system where dynamic events played into each other. If you didn't stop a mine from being taken across the map, the bandits in your event would be more powerful - supplying themselves from the mine. If a bridge fell, it wouldn't be rebuilt until the players pushed an event to rebuild it. It was exciting, early days.

    But regardless of all that, this community was united in its hype. I would even go so far as to say that hype is the fundamental condition of the GW2 fandom. It has been since its inception, when the game was seen as (laughably to us today) the true, long prophesied 'WoW-Competitor'. Most folks knew it wasn't a 'killer', we just thought it would be the game that would finally offer real 'competition'. And we were loud about it. There was a controversy in 2011 regarding some of the early demos with fans actually attacking youtube personalities for not saying nice enough things about it - notably Totalbiscuit.

    But by and large, this evangelization was effective. The pre-release hype was huge, and marketing coverage was big. While since launch the marketing team at Arenanet has (as we all know) made consistently baffling choices, the pre-release trailers, information drip, and show floor presence were all brilliantly done. GW2 news was front page stuff of IGN. After years since 2007 of being on 'hibernation mode' the community swelled by the month from 2011 to August 2012.

    Cue the launch.

    The Rubber Meets the Road

    Not many people talk about this anymore, but the launch was rough. Not as bad as some, but not great. There were a slew of problems, but some of the largest were persistent botting issues, a trading post that didn't work for months, and a lack of support for play at higher levels. Most higher level maps - from about level 60 and upwards - were riddled with bugs. And I do mean riddled.

    From an explosion of initial population, these last two elements (the higher level map bugs and the lack of strong support for higher level play) caused a pattern of players reaching the highest level and subsequently dropping the game. Worse than the population loss was the PR hit. I'm not sure that the game ever really recovered from this initial marketing disaster - most MMO players badmouth the game using the same info that was spread during the months between August and November 2012.

    But more relevant to our analysis, let's talk about what you did if you were level 80 for the first three months of the game's launch. I recommend reading this guide to take a time machine back to look at the Cursed Shore farm. This was the 'endgame' of Guild Wars 2. The other was the CoF farm - but up until around November that was still a little less talked about, a little hush-hush for fear that it would be nerfed.

    So essentially, players walked back and forth between two or three 'defend' events and spammed AoE skills. Occasionally they took a break to farm orichalcum ore. That was it. The meta on the map was largely ignored - it wasn't worth it. Especially in the early days when inflation increased by the day, every hour that you spent not farming was an hour you were getting left behind.

    On top of that, there was a system called 'Diminishing Returns'. Still in the game today, although less prominent than it was early in the game's life, it essentially meant that after a certain amount of killing mobs on a given map, your rewards would be nerfed hard.

    Combine these different elements - the boring AoE event farm, the feeling of rewards being a competition with everyone else every day, and the Diminishing Returns making it an uphill battle, and the stage was set for a spillover of frustration. Promises that had been made about how dynamic the Orrian maps would be were laughed at. Continued difficulties with the trading post prompted large arguments online about the 'state of the game'. We were only two or three months in.

    Vision and Division

    Then, on November 13th, Arenanet posted a Lindsay Murdock article announcing something called 'Ascended' gear. The community exploded. (Side note, check out the reference Lindsay makes in that article to 'Legendary scavenger hunts'. That was the first mention, as far as I'm aware, of a system that would be in development hell for the next three years)

    Check out this thread in direct response to the article. All of this was the result of tensions that had been boiling since the release of the game. Not only did it feel to many like the 'end-game' (although it's much memed about, there isn't really a better way to describe it) was running back and forth between two events in Orr, but now the 'no gear treadmill' promise was being broken.

    Some didn't feel this way, of course. They were content with the content in the game because they were taking their time in it. They didn't mind Ascended gear as much because they were feeling like Legendaries were an impossibility, and so something closer to work towards was welcome.

    It was hard, I think, for many to see at the time, but this was the beginning of the 'hardcore' and 'casual' divide in GW2. This is where it started. The unity that the community had before and during release, in betas and through launch, was gone. It would never be captured again. It's taken many forms over the years - 'elitist' raiders vs. 'casual' open world players is only the latest incarnation. Notably, the 'every game type for themselves' wasn't present yet in our community. In the same November patch, there was content for WvW, PvP, and PvE players. We were at least still united there - and would be at least through the next year to the beginning of 2014, while content was still regularly releasing for all game types.

    It can be really astonishing and fascinating to go back and read reddit threads from this time period, in early 2013. Look at the 'Flame and Frost' storyline announcement post reaction here versus the reaction to the last part here. The first is unanimously euphoric, the second is disappointed but regret that they are - wish that they weren't, talk about their hopes for next release. We were so young then.

    But the wedges started to grow - not just between the players but also between our expectations and team priorities - and they would expand over the years to create a fractured, polarized community that alternates between short periods of deliric excitement and prolonged stretches of hangover induced infighting and tail-biting. (If it sounds like I'm high-horsing, I want to note that I'm included with the rest of you goobers. We're in this together whether we like it or not)

    Cue Living World Season 1.

    ----------------------------------

    That's it for today, folks. Next week we'll continue our look back with a Primer for Living World Season 1 and 2. In this article, we'll take a look at a couple different design elements and team decisions that led to the maps of this era. The week after that, we'll be headed to the beach.

    Don't forget that survey!

    submitted by /u/Jonah_Marriner
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    Everytime

    Posted: 14 Sep 2020 08:57 AM PDT

    Started playing more WvW again. Love that this is still a thing.

    Posted: 13 Sep 2020 01:06 PM PDT

    "Easy" rotation classes?

    Posted: 14 Sep 2020 01:25 AM PDT

    Hey guys,

    I just started the game and as someone who suffers from carpal tunnel syndrome I'm wondering wich class/spec is the easiest to play rotation-wise. Im currently playing a thief aiming to go for Deadeye (played MM Hunter in wow and Sniper in swtor so i thought this playstyle would suit me the best) but dont wanna worsen my condition playing a game I do enjoy quit a lot.

    Thanks in advance and have a nice day everyone

    submitted by /u/bngx7
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    GF drew her sylvari druid, thought I'd share it on here!

    Posted: 13 Sep 2020 03:38 PM PDT

    Path of Fire reignited (hehe..) my love for the game. Please fix the lag!

    Posted: 14 Sep 2020 04:29 AM PDT

    Hi,

    i played GW2 since release. I remember waking up on release day at 5am to play with my friend. In the end we had to wait almost the whole day because the launch was a little bumpy.

    I really enjoyed the game! But 2 years later i quit because i was bored. Then i saw the announcement of Heart of Thorns and started playing again. But it was a mess and i disliked the new mechanics and maps.

    Two weeks ago i forced myself to play again, because i was sick of all the other games. I worked through some HoT content, but still disliked it (REALLY MUCH!). Then i decided to buy Path of Fire, because i thought that flying mounts would help me in HoT.

    After a few quests in PoF i fell in love with the game again. I really love the control of the raptor, insanely well done! I would recommend the game JUST because of the controls. But the story is for the first time REALLY interesting, so much that i didn't skip it so far.

    Right now the game is 10/10, except for the lag. I am not sure what Anet can do but the lag ruines most of the fun. Yesterday i had to switch the "server" 3 times and i am pretty sure there were enough players on the map. I believe the server noticed my hiccups and tried to put me somewhere less laggy, but it wasn't a success.

    I really hope the Steam release can help the game. Right now i assume it will cause more harm than good. And i am pretty sure once everyone understands that they can't link their Steam account shit will hit the fan. I was really hyped for this release until i read this sentence: "Please note that existing Guild Wars 2 player accounts cannot be accessed via Steam"

    I really hope for the best, because of PoF!

    submitted by /u/naexta
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    [Q] How to play Revenant in PvP?

    Posted: 14 Sep 2020 03:35 AM PDT

    Hello everyone. I started with PvP like 2 weeks ago after playing PvE for a while and its quite fun.

    I play mostly Scrapper (either FT-Scrapper or "normal" Scrapper) and rarely Mirage (either Power or Condi).

    After some encounters with Revenant, or Herald to be precise, I wanted to give the profession a try.
    And.. I failed like really hard.

    When playing Scrapper I had some hard time against Revenants. I had good and bad matches/duels against them but still it was fun seeing them and dodging all the stuff and doing damage.

    I can't do sh#t with Herald. I mean, to be honest, I never played Revenant so I dont know a lot about it but I couldn't believe it's so hard for me and other are doing it like 100x better. Even my Mirage did so much better than Herald.

    I want to know, how you guys do it? Do you play Power or Condi? What are your rotations for offense, for defense? How you play in 1v1, 1v2, 3v3, etc.? I literally dont know what to press and even if I do it like some people on YouTube, I cant kill anyone..

    It would be amazing if someone could give me a written rotation, or maybe a video where everything is explained. I want to try someone's build and then when I learn the profession's mechanics, I may tweak it a bit.

    Thanks!

    submitted by /u/grabowashion
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    [ART] My girlfriend drew my main :)

    Posted: 13 Sep 2020 01:48 PM PDT

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