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    Monday, March 22, 2021

    Guild Wars 2 Revenant icon done in my style

    Guild Wars 2 Revenant icon done in my style


    Revenant icon done in my style

    Posted: 21 Mar 2021 10:24 PM PDT

    My "Wild" Charr Soulbeast

    Posted: 21 Mar 2021 02:56 PM PDT

    Thank You MightyTeapot and friends for yesterdays AAAAMAZINGG TOURNAMENT

    Posted: 22 Mar 2021 07:07 AM PDT

    For those who havn't seen it or want to watch again or want to know what I'm talking about, here's the vod from yesterday. https://www.twitch.tv/videos/957829635

    I love pvp despite all the hate it gets. This features the top of the top, best of the best players and teams in the world battling each other in hard pvp action! I love it! Thank you and enjoy. I hope this post can bring in one new player to pvp or more or just get talk about pvp up and discussed. One thing I thought was great to see was the amount of necromancers were in the tournament, the rise of menders scourge and minonmancer/terrormancer was an excellent sight to see as a necro main.

    submitted by /u/BryoKin
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    Braham pixel art

    Posted: 22 Mar 2021 06:58 AM PDT

    Braham pixel art

    Just a little smething I drew up in celebretion of me completing the IS current episode.

    Hope you like it (even though it's Braham).

    Balance art

    submitted by /u/Ygor45
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    Opening all daily chests at once with my mesmer

    Posted: 22 Mar 2021 03:50 AM PDT

    The Commander And The Beyond

    Posted: 21 Mar 2021 10:26 PM PDT

    The Weekly Map Recap, Week 37 - Draconis Mons

    Posted: 21 Mar 2021 02:15 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!

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

    37 of 52 - Draconis Mons - Level 80

    Draconis Mons was originally intended to be the final map of Living World Season 3, and it shows: it's climactic in more ways than one. The largest map we'd received in the season based on playable space, with unique traversal mechanics and one of the most solid meta bosses of the season, it doesn't hold back.

    Theme/Concept - 8/10

    It's hard to pinpoint a single theme here - this map has a lot going on. We've got Balthazar and his army with their addiction to bloodstone, the asura and their failed attempt to control nature, and the druids who have created this whole paradise under the earth.

    In terms of genre fiction, this map is very 'pulp' - we're playing with a 'hollow earth' story, which is rife in old serials and pulp novels (think Edgar Rice Burroughs and his Mars series, or Jules Verne's Journey to the Center of the Earth). That gives us a lot of fun material to work with, with dinosaurs running around in a tropical paradise lost to time.

    On the other hand, we've definitely got a 'man vs nature' story going on here, finally playing up the druid story that we expected but never got in Heart of Thorns. In many ways, I think of this map as the last map of the Heart of Thorns era - it wraps up the story of Zinn and Rata Novus as well as the druids and where they went after leaving their earthly forms. Leave it to the asura to try to take advantage of this place, leading to their ultimate demise.

    If we were to back up and look for an overall theme, I'd say we have a 'power of nature' story, with a focus on the inability to control the world around us. We're in the middle of a volcano, the ultimate symbol for nature's wrath. We have an untamed wilderness that appears to chew up and spit out those that seek to take advantage of it. Even in the environmental design, our characters are dwarfed by the nature and layout of the cave around us - leaving us feeling small and insignificant.

    Lore - 9/10

    As mentioned, this map finally gets to the heart of a number of mysteries left over from Heart of Thorns. There was some level of expectation from that expansion that we would finally resolve the mysteries of the druids and what on earth happened to Zinn after the first game. Here, we finally get that story.

    It turns out to be fairly satisfying, as well: the druids transcended their forms, as we already knew. Then they decided to go out into the world, to hidden places far away from prying eyes, and create paradises of nature. This plays into ongoing mysteries about the origins of the gods: if the druids could transcend and become miniature godheads, what's to say that that's not a similar origin to the human gods? Were they all lesser beings once? One of the nicest lore connections here is that we get a lot of great druid dialogue through the Henge backpack collection. And Zinn for his part, finally found an ignominious end.

    Design - 8/10

    Draconis comes across as a final love letter and evolution of movement-focused GW2 map design. As we move forward towards mounts in PoF, this kind of large, vertical jumping-puzzle playground will fall by the wayside in favor of yet larger, more open designs. This feels like the final expression of a journey that started with the first Super Adventure Box release, and the introduction of that movement-based game mode.

    At its most basic, Draconis Mons is a large vertical corkscrew, with the main play area taking place on a slowly climbing ramp that circles around the edge of the cylindrical cave. Where much of the gameplay interest (and frustration, depending on your perspective) comes from is that this play area is far from straightforward. There are a lot of other platforms, caves, dead ends, switchbacks, and tunnel areas that intertwine with the main corkscrew. What results is a map that achieves complexity that almost rivals Tangled Depths, but with a central magma pillar that helps keep you oriented no matter where you are. It's a brilliant design.

    In terms of event and meta structures, we've got a central meta featuring the destroyers and two destroyer wyvern meta bosses along with a number of smaller event chains that invariably end in a minor boss fight. The wyvern meta fights are really well designed, with a crumbling platform mechanic and a set of abilities that still wipes some zergs even after power creep.

    Some folks find the overall design of this map needlessly obtuse, especially when you're just looking to find that event you need to tag. In general, this is definitely one that improves as you become more familiar with it and begin to intuit its structure. It definitely is more open to that than Tangled Depths, at any rate, where one can get lost even after years of playing on the map.

    Gameplay - 8/10

    Mobs feel like they're a good difficulty on this map, somewhere in-between the pushovers of Ember Bay and the brutal tactics of the white mantle throughout the season. It helps that Heart of Thorns mobs dominate here, since those enemies already have such nicely tuned challenge. Even the newer enemies, though, have some nice tricks up their sleeve. The density is fairly high, such that unless you're well optimized you can find yourself in peril with many groups of enemies.

    The events, as well, feel like a good mix. There are some which trend towards soloable, followed by a boss event which usually requires at least two or three other players. Combined with the high retention on this map, you won't tend to have a hard time completing most things on this map - but it won't always be a walk in the park. That feels like a nice balance.

    Your enjoyment of the movement here, on the other hand, will vary. Some players adore the Spiderman-esque druid mastery introduced on this map. Before the introduction of mounts, this many players found swinging from the cave ceilings to be some of the most fun one could have with movement in the game. Others find this mastery finicky, with irregular ability to attach to surfaces and latch on to what you've targeted. Combine with the inherent complexity of the environmental design, and you can get into some frustrating situations.

    Throw in an abundance of scavenger-hunt type objectives on this map, and you can see why some players throw up their hands at this map. You've got the placement of various listening devices, finding zinn artifacts, locating druid spirits, and the last of the Silverwastes-style open-ended jumping puzzles. All of these things - many of which are required for various collections and achievements - play up the movement-focused nature of the map in a way which can frustrate players that were already having a hard time.

    Art - 7/10

    Draconis Mons is a little uneven in the art. There are large sections of the map which work wonderfully: the boiling ocean at the bottom, the climactic fights with the destroyer wyverns, the hidden waterfall caverns, the great magma pillar in the center - all of these are great. That said, just like in Ember Bay, you're going to get up-close-and-personal with a lot of rock textures on this map. Some of those hold up, but many of them don't. Especially given the unearthly and kind of flat lighting throughout the map, some tunnels and caverns have an appearance that makes it difficult to distinguish directions and distance between objects. That can exacerbate some of the navigation issues that some players experience. But when the art on this map works, it works. It gets bonus points for showing us something truly fantastical, and feeling believable as a jungle environment lost in the bowels of the earth.

    Long Term/Retention - 9/10

    This map has a lot of player retention, but has gained a lot of infamy for how it's maintained that population. The core reason for high player count here is a series of long and time-gated collections which play into the 'Wayfarer's Henge' backpack and associated legendary collections. There's a lot, and I mean a lot of gameplay that you need to go through on this map if you want to achieve everything. And while I personally find the achievement structures on this map preferable to some that we see in later Living World maps (do X,000 of Y, etc), some players find the amount of time needed on this map egregious.

    But in general, many players that responded to our survey noted that this map was the one that stuck out to them the most from Living World Season 3, and represents what they remember most when they think about this era. I think it's safe to say that love it or hate it, Draconis Mons makes an impression.

    Overall - 8/10

    Draconis Mons, like Tangled Depths, is going to depend heavily on your tolerance of getting lost. It has some really unique ideas, and is another example of the team pushing what it can do in-engine and with MMO map design. It represents a 'farewell' to Josh Foreman and a brand of jumping puzzle design that will be totally dropped from here forward. It has one of the better metas of the LWS3 era - with some engaging bosses that actually challenge zergs appropriately without feeling unfair. The reward structures here are perhaps a bit undertuned - while there are some strong unique rewards, they're mostly conveyed through achievement rewards with some of the most draconian implementation of 'time-gating'.

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

    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 heading back to Orr and Siren's Landing.

    submitted by /u/Jonah_Marriner
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    Glitched inside the wall at Octovine

    Posted: 22 Mar 2021 12:13 AM PDT

    Hardstuck Conquest League 1 Global Finals Today!

    Posted: 21 Mar 2021 08:16 AM PDT

    In just under an hour from now, the PvP Festivities that have occurred the last two weekends will be coming to an end, but what an end they will be! Finally the time has come for our Cross Region matches, where we'll get to see the long awaited International Worms vs Team USA match up. But that's not all! After a huge upset yesterday on EU, a new top EU team has emerged in the form Prestige Beating the Worms 2-1 yesterday in the finals, they will be EU's top seed in today's bracket, facing off first against NA's number two team On Tilt

    Good luck to our 4 teams playing today, and we hope to see everyone coming out to cheer them on at:

    MightyTeapot

    French

    Russian

    Cheers!

    submitted by /u/Roile
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    Is it just me or...

    Posted: 22 Mar 2021 08:57 AM PDT

    Are you dying for some expac news!?

    At this point I would take anything; even news pics. Just something to give us some direction on where the expac is going. I would think at this point, if this is truly to come out in 2020, that the team has solidified the core components of the expac. Would be nice for some insight into where the expac is going.

    Anyway in the meantime I'll be in Drizzlewood.

    submitted by /u/Sarnax9512
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    ARENA NET SERVERS PEPEGA

    Posted: 22 Mar 2021 08:53 AM PDT

    Is anyone having crash issues? I removed arcdps, restarted pc, connection and even the gw2 repair tool keeps crashing. Anyone can confirm i'm not the only one?
    I had 7 crashes in a row with the same error.

    submitted by /u/Lebonfski
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    BEAR A S C E N S I O N | GW2 Roamemes #2

    Posted: 22 Mar 2021 08:41 AM PDT

    How to organize subgroups in a 10-man raid squad

    Posted: 21 Mar 2021 12:02 PM PDT

    Is this game still active?

    Posted: 21 Mar 2021 04:17 PM PDT

    I use to play this game so much years ago and wanted to get back into it. Is there still a good, active enough community here?

    submitted by /u/Individual_Macaron74
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    I interviewed an Auric Basin loot troll

    Posted: 22 Mar 2021 07:14 AM PDT

    [Humor] GW2: Out of Context...

    Posted: 21 Mar 2021 08:22 AM PDT

    Missing Norn Shaman Sets

    Posted: 21 Mar 2021 05:09 PM PDT

    Some of the rewards when a new map came out in the previous episodes of IBS were the long awaited NPCs only Norn shaman's sets.

    We got the Raven and Bear Ceremonial armor sets and most people, i guess, would have expected the missing Wolf and Snow Leopard sets come next.

    Now we are close to the end of the saga, and probably due to the shift of development focus on EoD we didn't get them.

    Any chance we will see them added before we go to Cantha or are they yet another thing to add to the table?

    submitted by /u/xann91
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    RollerBeetle Guildhall Art Video - Drift on me

    Posted: 21 Mar 2021 06:55 PM PDT

    Idea for the next meta achievement reward: Emote "/lean"

    Posted: 22 Mar 2021 05:11 AM PDT

    Hey there,

    now I always loved games that gave you the possibility to lean against objects, walls and so on. Black Desert is the best example for this. It just immerses you that tiny bit more and gives great opportunities for screenshots! Implementing a system that makes your character lean against stuff would a) be too much work compared to what we're getting. And b) it might not work at all since Guild Wars' spaghetticode is a thing on it's own.

    But rewarding us players with a simple emote that you can use to manually lean against stuff - I'd love that.

    submitted by /u/VikingWarriorSkjald
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    How to reset panel positions, in dire need of assistance!

    Posted: 22 Mar 2021 06:49 AM PDT

    Hey guys, I have extremely bad OCD (I'm talking 'havent left the house in 7 years because its so bad' kinda OCD) and I've accidentally moved the hero panel ingame and I can't get it centered again. I've tried deleting the appdata folder for GW2 and nothing happens.. Is there any other solution besides a reinstall? Would that even work?

    submitted by /u/deathgemz
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    Constant Disconnect in Story Instamces and Dungeon Instances

    Posted: 22 Mar 2021 12:43 AM PDT

    Hi everyone, Recently while playing Personal Story Missions or Dungeons after various cutscenes (doesn't always happen on the same cutscene) the game will disconnect and tell me to check Firewall Settings, i have checked and Guild Wars 2 has as much freedom as I can give it. I'm getting frustrated at either having to start the mission again or run through the whole dungeon to catch up with my party, does anyone know why this is happening and how I can fix it?

    Thanks 😊

    submitted by /u/Samlevi517
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