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    Sunday, March 7, 2021

    Guild Wars 2 Don't forget the Mistlock Sanctuary's best feature!

    Guild Wars 2 Don't forget the Mistlock Sanctuary's best feature!


    Don't forget the Mistlock Sanctuary's best feature!

    Posted: 06 Mar 2021 11:56 PM PST

    Shout out to the best jumping puzzle/my favorite location in all of Guild Wars 2

    Posted: 06 Mar 2021 12:12 PM PST

    EoD Elite Speculation 6: Guardian

    Posted: 06 Mar 2021 03:23 PM PST

    WVW speed hack?

    Posted: 07 Mar 2021 04:14 AM PST

    I found someone moving incredibly fast on the mount in WVW while chilling doing my daily. As a good person in the community, I feel like I want to share it, as abusing bugs, botting and hacking can lead to the destruction of the game. I know this is not new, and honestly this one better than some peeps that can teleport anywhere. But hey, I caught one red-handed.

    https://reddit.com/link/lzpj8l/video/lu1gm8gagll61/player

    submitted by /u/caikimsin
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    Charr character in watercolour :) Love their design!

    Posted: 06 Mar 2021 01:27 PM PST

    Power Chronomancer - How to beat all other Class Benchmarks

    Posted: 07 Mar 2021 07:53 AM PST

    We are aware of reported issues of EU players unable to get into the game and we are investigating. Thank you for your patience while we correct the issue.

    Posted: 06 Mar 2021 09:15 AM PST

    Did you know Sylvari have night-glow toe beans? Neither did I!

    Posted: 06 Mar 2021 01:54 PM PST

    Guild VS Guild NA Tournament 04.29.2021 & 04.30.2021 @ 6PM Central Time

    Posted: 07 Mar 2021 02:03 AM PST

    This is the official announcement of the first Fresh GvG tournament (Unofficial)!
    This tournament is a chance for guilds to showcase their battle prowess and get the community ready for more tournaments in the future. Please read the document linked here for details of the event. Please donate gold to the prize pool by submitting it to Mintyfreshsmell.1568 in game. NOTE: None of the GvG prize pool will go to me. If not enough teams sign up for the tournament all donations to the prize pool/team buy-ins will be refunded. I'm looking for at least 8+ teams minimum to hold the event. Team submissions will no longer be accepted after April 16th.

    How to Enter: Send an email to gvgtournament@gmail.com with your guild name, team player roster (ingame names), and send my account ingame (Mintyfreshsmell.1568) 10 gold per team member. That's 150 Gold per team. Please reference your email address in the submission of the buy-in so I may know which email is associated with it more easily. Email Example: Guild Name: HERPA DERPS Team: Captain's In-game name. Team Roster: In-game names.

    Submissions will no longer be accepted after April 16th. Your team may back out of the event 1 week before the tournament to receive a full refund but after that date your buy-in will stay in the prize pool.

    submitted by /u/Mintyfreshsmell
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    The Weekly Map Recap, Week 36 - Lake Doric

    Posted: 06 Mar 2021 02:26 PM PST

    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!

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

    36 of 52 - Lake Doric - Level 80

    Lake Doric is the first of the Season 3 maps we've covered where a design team returns. Bloodstone Fen was the last map we got from this group, and a lot of their major design elements and philosophies return from that map.

    Interestingly, this map is one of the few living world maps that is tied directly to the overall world map with several entrances and exits. One leads to Divinity's Reach, and the other to Harathi Hinterlands - a connection that I'm willing to bet is one of the least used zone entrances in the game. But regardless, this is a really neat bit of interconnectivity that we don't often see - especially neat considering how closely the map connects to Harathi Hinterlands in the lore.

    Theme/Concept - 7/10

    Lake Doric is trying to present a warzone, in a way that very few other maps have attempted. Most 'battleground' maps are more focused on either A) an assault on a keep or enemy stronghold or B) attacking the forces of an inhuman dragon army. Here we have humans against humans, with the map roughly evenly divided between them. The White Mantle certainly have a 'keep' area, but it's not part of the main focus of the map's battle meta.

    This representation of a real civil war in an otherwise 'normal' civilized area is something that we haven't really got before and won't really again. Even later maps that focus on civil disorder in Season 4 are still differentiated by taking the fight to a main fortress (Kourna/Istan) rather than the battle being a village-by-village brawl. So this implementation deserves some kudos. It has a clear concept and displays it effectively. If it's not as thrilling a theme as some other maps, I think that's because frankly it gets a little closer to civil strife that we have in real life - in a way that robs some of the fantasy of it.

    It's a shame that this concept is let down a bit by the map's event structure and gameplay. But more on that later.

    Lore - 7/10

    We've got some interesting things on this map if you're a human lore fan. We've got a number of E letters, which was the most attention that E had received for a long time. On top of that, the map itself has been rumored and implied through a lot of lore for a long time - we have a reference to the famous sewers underneath Divinity's Reach here, as well as a glimpse at the other side of the Queensdale dam and even some lore on how the Krytan's interact with the Woodland Cascades. On top of that, we've got a descendant of some GW1 henchmen and some minor interesting pieces around Melandru and her influence in this area. All told, a solid but mind-blowing lore map.

    Design - 5/10

    This map really struggles between what it wants to be and what it is. On the one hand, the overall scale of the events and the challenging enemy designs - along with the implication of a back-and-forth war across the entire map - paint the design as being strictly Heart of Thorns in its direction. What we would expect looking at the map through that lens would be a meta structure that focuses on a 'push-and-pull' meta, with a number of points that can be taken back and forth and completely change the availability of services or events across the map.

    Unfortunately, that's not what's on this map. Instead, there's an implementation that has the outward skin of large scale warfare, without the actual meta design support. Three villages can come under attack, it's true, but there's no connection between the assaults - no interconnectivity. No battle lines to push. Events across the map don't connect to each other or increase/decrease the difficulty of assault events. There's no pushing back and forth - only one line of villages that if captured simply come up for grabs again with a short timer. On top of that, because of the existence of renown hearts on this map, services and convenience are untouched by these assaults and never go away.

    What you have, in essence, is a map with a lot of cool and large-scale battles but that have no real impact on the meta as a whole, and no real incentive to be engaged with. There isn't real reason in a meta sense to engage with the large-scale 'skirmish' events, despite the fact that they're rad as hell and give a real sense of npc factions going up against each other in a way that we hadn't really had before. Fighting alongside the queen's giant robots is cool, but meaningless.

    Structurally, this map has more in common with a traditional explorable map. There are a number of nooks, crannies, and little areas that are out of the way and not tied in with the central meta. The real 'meta' portion of the map only takes up a central zone - all along the edges everything is much more slow paced, with little mini areas.

    Now, as someone who loves traditional explorable maps, I think the caves and other small areas around the map are neat. But there's no doubt that they clash with the map's intention to show us a real civil war.

    Gameplay - 7/10

    For those looking for a challenge, though, this map can be fun in spurts. The White Mantle enemies carried over from Bloodstone Fen and the raids are as tricky as ever to fight, especially in the large numbers that you find in a number of these events. That element, at least, of the design is communicated fully: traveling through the center of the map is a dangerous warzone, and you have to be on your toes.

    And if you're looking for something a little bit slower paced and more like vanilla GW2, the areas along the edges have you covered. We have a neat jumping puzzle/dungeon area underneath the cabin in the north, as well as a very simple jumping puzzle area in the north east, and a full environmental puzzle in the south - which is really very cool. I remember when folks were first figuring it out after the map's release, and spreading word in map chat.

    Both of these types of gameplay areas are well represented and do what they intend to, if that's what you're looking for. The map's struggle is more at the design level, where these two halves do not make a cohesive whole. I wonder about whether this map tries to be everything for everyone, and ends up not satisfying either party.

    Finally, we have the centaur farm. This is a weird one. It's not fun per se, it's just… functional. It's one of the few areas I can think of that feels like it emerged in design from an economic need for the game rather than an attempt to produce an enjoyable gameplay experience. It's not particularly interesting, it just requires a big enough zerg to run around murdering centaurs. If you don't have that, you can't even really explore this area - especially infuriating if you're trying to map complete. A small group likely won't do the trick either, these enemies are very highly tuned. It's still a bit of an odd spot in the history of the game's map design.

    Art - 5/10

    Here as well, there's a bit of an odd mix. Certain areas on this map look really neat. The bubble over Divinity's Reach, the emptied lake, the small explorable areas - all of these look really neat. There's even a sense that some of the villages here could be habitable environments - with the exception perhaps of the settlement along the eastern edge which has very odd architectural design and asset placement.

    But then other areas are fairly ugly. The aforementioned eastern settlement, the White Mantle fortress, and areas like the centaur camp have strange design or gross/dull textures. The whole map has lighting that brings out some of the worst in Guild Wars 2's assets, and make the whole thing feel muddy but strangely overlit at the same time. If the goal was to make this zone look like an ugly, muddy warzone, they succeeded. It's just strange since areas like Melandru's hidden garden are quite lovely - which leads me to believe that the gross lighting and textures were part of the design.

    Long Term/Retention - 6/10

    This map has gotten a little lost in the shift. It doesn't have the strongest rewards, or the most farmable events, or the most engaging gameplay. It doesn't even have the most long-term goals or achievements to shoot for. It does have the leather farm, which still seems some action to this day - whether zerg or engineer turret in flavor. There's a scavenger hunt of sorts on this map which is required for the currency eater on this map, necessary for the legendary journey, which requires certain low-frequency events to spawn. That surely keeps a couple folks stuck on this map for a little while. But I don't know anyone that actively chooses to hang out and spend time on this map without an explicit goal if they have any other Season 3 option.

    Overall - 6/10

    Lake Doric is a map at war with itself - not inappropriately for the theme. Although it wants to be a HoT-era meta map, it is restrained by the existence of renown hearts. The difficulty we find Team 1 play with in Bloodstone Fen returns here, in spades. This makes it a difficult map to solo, and some of the content (the centaur area) cannot be experienced, really, without a HoT-esque squad. It's an interesting look at a return to Kryta through the lense of a post-HoT design ethos.

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

    That's all, folks! What do you think of today's map? Any fond memories, or strong complaints? How well do you think this map stands up in comparison to all the others? Next week, we'll be doing some spelunking at Draconis Mons.

    submitted by /u/Jonah_Marriner
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    And once again, servers down

    Posted: 06 Mar 2021 08:43 AM PST

    Impossible to login, once again.

    EU affected.

    It is worse and worse.

    Edit : 30 minutes later, it is back ! o/

    submitted by /u/Llaerdan
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    HoT Mastery Points

    Posted: 07 Mar 2021 06:18 AM PST

    I am trying to not spoil the story fo me as much as i can as i want to do it in order,but i was wondering what mastery points i must have in order to finish heart of thorns so that way i can progress through the story without having to worry about it too much,please try to not give any spoils

    submitted by /u/Cinnamn54
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    LVL 80 booster.

    Posted: 07 Mar 2021 06:02 AM PST

    Hi, so im pretty new to the game and i was wondering how does the booster works. I wanted to get one lvl 80 max first before using my booster, but apparently when you use a booster, you have to go and get all teh waypoints and stuff from lower levels maps, is this true? Should i then just find a class that i like, boost it lvl 80 then do all the beginners's maps?

    Thanks for the help!

    submitted by /u/Sir_Mimpo
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    Kurzick and Luxon Guild Halls for Cantha Expansion

    Posted: 06 Mar 2021 10:17 AM PST

    Could we please have two guild halls for the Cantha expansion and have one be Echovald Forest and the other be Jade Sea? Thanks!

    Sincerely, the Order of Nags

    submitted by /u/Coeruleum1
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    Profession + Elite (HoT & PoF) Wallpaper

    Posted: 06 Mar 2021 11:20 AM PST

    I was inspired by https://www.reddit.com/r/Guildwars2/comments/3v90gb/profession_elite_specialization_wallpaper/ to make a similar image of the professions with the PoF elites (also in 1920x1080). And due to popular demand of the last thread, I also made a dark version. ;)

    Light: https://i.imgur.com/lLeS0fH.jpeg

    Dark: https://i.imgur.com/tYGBnMq.jpeg

    submitted by /u/noahdm4321
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    GW2 folder size vs. new installation

    Posted: 07 Mar 2021 04:49 AM PST

    Hi all,

    Hoping for some insight from people that are more knowledgeable in the PC themes than me (I have SOME knowledge, but not enough for this....).

    I am trying to re-install / move my installation GW2 folder to my SSD drive - I have about 75GB space left on it (it's C / Windows partition unfortunately) and looking for better loading times etc. HOWEVER when I either try to blatantly copy+paste the folder (that shows approx. 50GB in file) or carry out a new download, that 75GB seems not enough and am ending up without any space left at all and still missing some space!

    Is anyone here experienced in the topic to be able to advise? I am trying to avoid formatting C drive if possible, but if that might help I'll do it.

    Thanks a lot peeps!

    submitted by /u/A_Sevenfold
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    Would this be against Anet's rules?

    Posted: 07 Mar 2021 04:35 AM PST

    Would this be against Anet's rules?

    Would an applicaton, that would do this - show a transparent copy of the skillbar near the character - be against Anet's rules?

    It doesn't modify the game in any way, but does it give the player an unfair advantage?

    I have a big screen and my eyes aren't as young as they used to be, and when I set the size of the interface to small or medium, I can't see sh*t. Large and largest is ugly :D

    https://preview.redd.it/2hdxyggboll61.jpg?width=1742&format=pjpg&auto=webp&s=d924a5c6c766ac94df966dbcac1dbbb6b008c047

    submitted by /u/Magistraliter
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    Is it possible to chainload ArcDps, GW2Radial, DX912Pxy, AND GW2Hook all together?

    Posted: 07 Mar 2021 04:09 AM PST

    I know that it is possible to chain load arc radial pxy AND reshade, but that method (dxgi) does not work for GW2Hook, despite of GW2Hook being nearly a fork of reshade.

    Is there any method that can load all 4 add-ons, arc radial dx912 and hook together?

    I researched for days so far and still havent managed to figure out how.

    whatever method I try, it always either break radial or dx912pxy

    submitted by /u/weridhamster
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    Bjora Marches Chest looking kinda Sus haha please kill me. more importantly is it suppose to be a Helmet? why does it have a part missing on the chin?

    Posted: 07 Mar 2021 07:29 AM PST

    Do I have to replay through all of Champions?

    Posted: 06 Mar 2021 11:33 AM PST

    So i just did the achievements for no quarter and jormag rising where you replay the chapter with voice added. Afterwards it wants me to replay all of champions to get back to where i left off which is where the story is currently waiting for the next chapter to come out. Do i have replay through all of chapter 1 and 2 of Champions to get back to where I was at?

    submitted by /u/mofeus305
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    The Exodus As A Spell Designed To Prevent The Corporeal Manifestation Of The Gods

    Posted: 06 Mar 2021 11:13 PM PST

    By the Mouvelian Calendar, the most significant event to affect Tyria is the Exodus of the gods. Some Tyrian human mystics, among the gods' most devoted followers, believe that their deities left Tyria to prepare another world for humanity to inherit. For as long as I have played Guild Wars 2, though, I've questioned the nature of the gods' departure and whether the beliefs of those who espouse it are accurate. The Exodus certainly hasn't dimmed mankind's belief in, or propensity to pray to, it's gods. So what exactly has it done? In my opinion, the Exodus has changed the way in which humans worship the gods; and I can't help wondering whether that change was engineered by the latter.

     

    Two things about the Exodus are easily inferred: it isn't irreversible, nor does it prevent ascension to godhood. Abaddon, the god of water, attempted to return to Tyria post Exodus; Balthazar, the god of fire, successfully did so; and Kormir rose to divinity long after her fellows' absence. One thing of note, though, is that none of the aforementioned deities remained corporeally present with either Tyria or mankind indefinitely. This may be one of the keys to understanding the essence of the Exodus; the other is the forms of the gods.

     

    As I understand it, the gods have at least three forms. Their celestial form (Wooden Potatoes competently delves into this form in a video titled, "Dragons Are Not Stars in the Sky"); their hidden form; and their corporeal form. The gods' celestial form is discerned by those who worship them as constellations of the night sky. Although the Elder Dragons' lifecycle is said to affect constellations, humans continue to associate stars with their respective deities and this suggests that, thus far, the gods' celestial forms are immutable. The gods' hidden forms aren't as stable. I believe that they are genes scattered throughout creatures of the multiverse. Some species have inherited all of the gods' hidden forms (e.g. mankind); others a selection of their genes (e.g. the charr). The gods' hidden forms allows their worshippers to become avatars (e.g. the avatar of Grenth and the avatar of Melandru). The final manifestation of the gods, their corporeal form, differs significantly from their humbler embodiments. It is very rickety. To date, no god has maintained a permanent, corporeal presence on Tyria. It begs the question: Why?

     

    I have long speculated that the Exodus was indeed engineered by the gods. It wasn't just the simple consequence of the gods' corporeal forms departing Tyria's surface as they searched for new worlds on which to house their privileged devotees, but a spell cast by at least one of the gods designed to actively resist the manifestation of their corporeal presence on Tyria. And if this supposition is accurate, it means that as long as the Exodus spell remains in place, no god can take permanent, corporeal form upon Tyria. Abaddon tried and failed, as did Balthazar; and Kormir found it impossible to ignore the summons to surrender to the spell.

    submitted by /u/stevenharryson
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