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    Monday, August 9, 2021

    Guild Wars 2 Holy hell I am FINALLY done! Alright got burned out, see you when EOD drops lol

    Guild Wars 2 Holy hell I am FINALLY done! Alright got burned out, see you when EOD drops lol


    Holy hell I am FINALLY done! Alright got burned out, see you when EOD drops lol

    Posted: 09 Aug 2021 05:36 AM PDT

    PvP is not as bad as people think! (rant)

    Posted: 09 Aug 2021 02:47 AM PDT

    GW2 has the best combat out of all mmorpg and a decent gamemode with ranked.

    Capture the Point is about fast thinking and rewardes the right decisions.

    I don't understand how people are bashing PvP in the mmo with the best combat, where the combat system really shines.

    The community isn't as bad as people make it seem, not even in lower ranks.

    People on reddit overstate anything about the people. In competetive situations there are everywhere the same people who are getting toxic, thats not any different in PvE or any gamemode.

    In groupcontent people who can't handle some situations get toxic when the difficulty goes higher and the failing begins, but it doesn't matter if it's cm fractals, raids or PvP, thats not gamemode exclusive.

    The reputation of PvP on reddit is not nearly what this gamemode deserves and our PvP is by far better than in most mmos.

    Ranked has complex problems like balance and simpler problems like duo queing and ~10 bots in silver which doens't make the gamemode unplayable, but maybe less competetive.

    The people aren't a problem either and if you think that the players of a mmorpg are the reason why you don't have a good time you should probably play some singleplayer games.

    If you can't win with anyone, you are the problem and not your teammates. You can accept that and try to get better, but you won't gain anything from blaming the gamemode or the players.

    Sorry for the little rant, but I really enjoy PvP and what it offers to the me as a player.

    It's not flawless but it's not as bad as it seems, it could get more updates and more development in general, but you won't help that by scaring people off from PvP

    submitted by /u/TheRealMilliardenHC
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    Peaceful Wanderer: exploring Tyria without attacking

    Posted: 08 Aug 2021 02:36 PM PDT

    Peaceful Wanderer: exploring Tyria without attacking

    https://preview.redd.it/82131afeg7g71.png?width=621&format=png&auto=webp&s=6496839c6dc079213dfe8363b2e8ae0f905a52ba

    Combat! Dare I say, an important thing in a lot of MMOs.

    But when I first played Guild Wars 2, I noticed it almost always went out of its way to provide non-combat alternatives to clearing hearts. Oh, sure, those were probably meant to be done whilst clearing out the local bandit population, but it did get me thinking.

    If you did want to get through this world leaning on this sort of thing, how dirty would your hands have to get? How viable would it really be to get around without partaking in the inevitable violence of Tyria?

    I decided I'd set out and see. Explore the world, reach level 80, see how it goes. Since I'm posting, you can gather I was overall successful; I think I was tagged as killing one monster during the whole affair, and that was through means other than directly attacking them. (I was credited with inflicting a centaur with [Burning] while others were fighting them; I believe someone inadvertently gave me a Fire Aura.)

    Rules

    A term like pacifist run can be a little vague and mean different things to different people, so when posting things like this I think it's important to be clear. The rules I settled on when starting were these:

    • No using damaging skills. The core rule: I can heal, I can stun, but no using skills to hit things. In general, I attempted to not do damage at all and -- if damage had been done inadvertently -- to ensure the fight ended without anyone dying. This is a little hard to keep track of and verify, though. What I can tell you is I didn't use any damaging weapon skill, never put a damage skill on my second bar except to use non-damaging tool belt tools, and while I picked up items/weapons from the environment, I didn't use them to hit things.
    • Summon hits counts as my hits. Fun fact: my first character was an asuran Necromancer. So, you know, if I wanted to sit back and let a veritable personal army handle things, I'd hop on them. I decided things I actively summon, whether through skills or items, are an extension of my character. On the flipside, NPCs and other players aren't my responsibility, although for obvious reasons I didn't just group up and get a friend to babysit me.
    • No shortcuts. While accumulating 80 Tomes of Knowledge would technically get you to level 80 in short affair, it's also a bit out of spirit of things. So no Tomes, no writs, no XP boosts. I didn't have a hard rule on account-shared stuff or crafting, but I likewise didn't just port myself a bunch of equipment or use the gold I've previously earnt to craft my way from level 1 to 80.

    You could be a bit looser with the rules, such as allowing damage against objects. Or you could be harsher, and try to moderate what actions you take in the overworld (e.g. squishing spider egg sacs). But those are the rules I set myself.

    The build and playstyle

    https://preview.redd.it/njxb80agg7g71.png?width=756&format=png&auto=webp&s=ea31c48af0fe96acdfdb90f5869db7540c1b4de8

    Enter Queemva, sylvari and faithful adherent to all-things-growing. It may be wrong to think of her as an active peacemaker. Rather, Queemva's a child of the dawn who wants to view the world in both all its splendour and horror. While she might lend a helping hand, she doesn't really want to right any great wrongs or control/change the world; she just wants to see it.

    She's also an Engineer. You know, having done all this I'm still not sure what the best approach to a passive explorer would be. I considered a Thief that just stuck it out in stealth, but felt that would be a little one-note. A Water-focused Elementalist, perhaps? Feel free to mull on it in the comments, but in the end I went with that odd-grabbag of skills that makes up the Engineer profession. In hindsight, asura get a bunch of non-damaging racial skills and are probably best suited to this type of character; but, you know, gotta get that RP.

    Queemva uses a shield but no weapon, but mainly focuses on using the Med Kit. Being an Engie, she's also got a few gadgets and elixirs, and can throw a net at people to very briefly immobolise them; the Net Turret itself can do a bit of damage when initially summoned, so has to be deployed more carefully. Elixir S might not be that useful for outright stealthing an area, thanks to its cooldown and 5-second length, but is a nice thing to have when you have to stop to heal someone or commune with power. When combat inevitably breaks out, she can dodge, drink or do whatever's necessary to keep herself up while tending to wounds and hurt NPCs (or players, if a big group event's started).

    In a pinch, she can also just outright lure NPCs places. Hey, this wasn't my go-to, but I'd be lying if I said me running around combat areas like a headless chicken didn't occasionally end up going balls-up and backfiring for a few NPCs. Those guards were probably pretty surprised when a sylvari came running out followed by a bunch of monsters. Look, the important thing is, I got heart points for reviving them.

    On the record, I did try to keep a better watch out for screwing over other players. The last thing an AFK player needs is to be swarmed by a bunch of spiders.

    How'd it work out?

    You know that odd sense when you first start out, the Personal Story isn't unlocked yet, and the world's just staring at you with little direction provided? Good/bad news: you're not going to be able to do your Personal Story, so that feeling might be staying a while.

    Freeing in its own way, but if you don't like setting your own goals or exploring the world for its own sake, this probably isn't the run for you. It took me a bit to get into the groove of things, myself, since while the early levels go by quickly they're also when you're without any of your later tools. An Engineer with no weapon, elixir, gadgets or kits is a poor Engineer indeed.

    Once I was a bit more built-up, though, I found it fairly relaxing (dodging bullets is very peaceful). No doubt progress is slower without combat XP, but I still found myself steadily levelling up each session. Always new places to see, new vistas to reach and added incentive to work them out. Minimal loot, of course, but if you're avoiding actually fighting you can probably afford to let your gear slip a bit; I was still gradually making money.

    ...The final push to level 80 forced me to do some hearts I'd not bothered with earlier.

    Well, I say 'always'. Once I got to the higher levels, let's say 55+, I noticed myself start to lag behind the map level curve. Completionism had kept me up to date beforehand, but it couldn't last forever. Fortunately, at this point I had generated enough coin and karma to supplement my levels with crafting (I went with raising Cooking).

    I admit to feeling a certain level of burn-out. Part of which might be down to my pacifist playstyle, but if I'm honest, I hit a similar burnout when originally playing the game. On my first character, I think I used Tomes to just skip the final push to level 80, but that wasn't an option here. Guild Wars 2 is fun and has an overall engaging world, but it can -- combat or no -- get tiring or repetitive after a while.

    So, of course, I took some breaks; between you and me, a lot of this was done between bouts of Great Ace Attorney. Like I'd generally recommend when going for Map Completion, I think it's important to pace yourself. Log-in, take in the sights, come back when you're in the mood. That's how I tried to approach it, and certainly reaching 80 took a fair amount of gametime; but it was done in bits while making slow-but-steady progress.

    Final notes

    If you've made it this far, thanks for reading. While writing this, I found this similar no-kill run, which you may be interested in since they've actually gone further than me. A final thank you to anyone who noticed some erratic behaviour from a sylvari player and let it go without comment, because not once in this run did anyone break down and call me a tosser.

    I don't know what's next for Queemva. I could take her further. Sure, 100% Map Completion isn't possible; even if you can score credit in combat Hero Challenges through healing, I believe there are a few odd challenges here and there that do require you to actually 'attack' something. But certainly there's more to do (I missed 70 POIs!), and I haven't touched any of the expansion content.

    At this point I probably wouldn't take her through the personal story even if I could. Everyone else is the Pact Commander; it's fun being some random plant for once. Good luck with the whole dragon thing, incidentally.

    Have a good one, all, and know that the quaggan uprising is coming. None will be spared.

    submitted by /u/TheMillionthOne
    [link] [comments]

    I've been looking at Primordus wrong this whole time.

    Posted: 08 Aug 2021 10:20 AM PDT

    Legendary Armory losing agony resist and sigils

    Posted: 09 Aug 2021 06:56 AM PDT

    Hello,

    Im having an issue with the build template and legendary collection. When I play soulbeast i often swap between longbow and greatsword depending on the encounter, but since i started using my sunrise as my greatsword i lose my agony, weapon stats, and sigils every time i swap the weapon with longbow. Is there a setting i cant find here because its extremely tedious. This wasnt an issue when using a transmogged ascended gs.

    Thank you

    submitted by /u/Matanader
    [link] [comments]

    please add subtitles when there's NPC dialogues

    Posted: 09 Aug 2021 01:43 AM PDT

    make it a toggle if someone doesn't want it, but it's annoying when I'm battling and some npc is talking, but unless i'm facing their exact location, i don't see the text. or if I bring the camera too close, it doesn't show the text bubble either.
    adding extra subtitles to the top or bottom of the screen would help a lot with this IMO.

    submitted by /u/craybest
    [link] [comments]

    This week I did my first full clear of all raid wings after 6 months of raiding, here's why you should give raiding a try and a few tips from my experience!

    Posted: 08 Aug 2021 02:55 PM PDT

    The Weekly Map Recap, Week 39 - Crystal Oasis

    Posted: 08 Aug 2021 03:44 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!

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

    39 of 52 - Crystal Oasis - Level 80

    Crystal Oasis is our 'landing map' for the Path of Fire expansion, and is expected to introduce us to all that we need to know about how these zones will work. Just like Verdant Brink showcases the dense, vertical, challenging jungle, Crystal Oasis should show us the hallmarks of this expansion's design philosophy. Does it do that successfully? Let's dig in.

    Theme/Concept - 9/10

    One of the things that I'm not sure many of us expected going into this expac was that we'd get Arenanet's first post-launch attempt at a real city in the open world. Especially given how empty Amnoon was, it's astonishing how urban the western section of the map is, and in many ways refreshing. This map really focuses on the idea of a foreign and lavish civilization in Elona that is separate from what we're familiar with. It introduces us to the idea of the contrast between lush urban spaces and wild wastelands. Finally, it introduces us to the core thematics of a land torn apart by rival philosophies and factions.

    All of these core thematics are not only communicated well, but offer a lot to really sink your teeth into if you're looking to engage with them. Key elements like the debate about Amnoon's independence offer a kind of political look at the world that we don't normally get, especially when you can actually affect it through the story. We get a clear introduction to each of our main enemy types, save perhaps for the Awakened - and on top of that we get an introduction to the Kormir plot. This is a map that, despite its wide open spaces, is surprisingly dense with storytelling. The only question is how much any of that makes an impact on the average player.

    Lore - 10/10

    This is a map stuffed full of lore, with very little connection to the original location from GW1. Amnoon Oasis was very different in those times, and while we get some definite nods to the Ascension seekers who used to populate this area and the Forgotten who were there before them, there's much more lore pertaining to the current situation in the region. And there really is a lot of it - this map really marks a distinct shift from the Heart of Thorns era approach to lore (which was very light on the ground and only focused on what was immediately relevant to the Commander) and a return to some of the juiciest vanilla maps. We've got conversations in text boxes galore here, as well as great environmental interactables, event story-telling, and spoken dialogue. It gives us a really strong glimpse at what life is like here, and what the political situation is.

    Perhaps most impressively, it gives us a sense of what the character classes do here - how the specializations uniquely fit in the lore of Elona. This is something which has been sorely missing even from the beginning of vanilla; how on earth do the professions fit into the world? We finally get our answer, and it makes those specializations much more appealing to play - at least for those of us who have a keen interest in immersion.

    Design - 8/10

    Crystal Oasis is both like and unlike its sister maps elsewhere in the expansion. On the one hand, it perfectly showcases a more dispersed meta structure in comparison to the HoT design era, returning to a more open exploration style. On the other hand, it contains a very large area entirely dedicated to a single city, something unusual not just for this expansion, but for open-world maps in general. Perhaps the only one that comes close is Ebonhawke in Fields of Ruin - and this map accomplishes this goal much more successfully than that one.

    From the meta-structure side of things, we really have only one event which is a true map meta - the casino blitz. But we have a great many other areas with bounties or group events, and you can often find groups focused on the shattered pyramid area, or near the Kormir temple. The legendary bounties function almost like smaller meta events in this way, as groups will often run a series of smaller bounty events before advancing to the legendary one.

    On top of that, we don't really have any substantial chains - events tend to be smaller and on short repeat. Despite this, the combination of the choya legendary bounty, the casino meta, and other minor events and bounties, as well as all of the services, makes Amnoon itself a really strong hub.

    It's difficult to talk about this map in connection with the Heart of Thorns ones simply because their structure is so fundamentally different. There is not a sense of the map as a single fundamental whole with interconnected clockwork mechanisms of events. Indeed, that doesn't seem to be the goal at all. Instead, it is much more of an open playground where you are free to take part in what you wish without needing to make a long-term commitment. As we've discussed in the past, these decisions were clearly built as a response to community criticisms of the Heart of Thorns meta system, which were quite vocal when that expac first came out. Now that the community has flipped 180 on that, it can be difficult to remember that perspective was once the dominant one.

    Gameplay - 7/10

    There's a lot of criticism that goes around for Path of Fire design, but at least for a certain proportion of the population, I feel the core gameplay loop is not bad. There was definitely a component of the community that called for more casual exploration-style maps that they could take at their own pace, and this is that map. Especially when considering the high number of maps in the game as of 2021, it is not unreasonable to expect that different expansion maps will have different styles for different players.

    That said, of course if you're looking for open world engaging group challenge, you will not find it here. The bounties, while a challenge, are not the kind of challenge that invites strong coordination and planning in open world squads. Instead, they are the kind of challenge that a zerg simply has to brute-force, and ensure that they have the numbers of resurrect downed players appropriately.

    Beyond that, the gameplay is focused very much on smaller fun events that can be tackled solo or in small groups - even the hero point events, which in Heart of Thorns are brutal, are easily done. There are also a suite of other activities for those looking for them, from renown events (as if anyone could ever find them engaging) to races (perhaps the greatest of all GW2 content types?). In general, this map does not lack for variety. It just doesn't have what you're looking for if you're out for the next Triple Trouble.

    Art - 10/10

    Good lord, is Path of Fire gorgeous. The look of Amnoon harbor under the stars at night is nearly incomparable within the game's many beautiful vistas. There is a peace in Amnoon that is rarely achieved anywhere else - the feeling that you really are safe in a community that is bustling with activity, surrounded by wealth and water.

    On top of that, the team managed to capture the harsh beauty of the desert in a way that I've rarely seen in video games. They've clearly mastered this going back all the way to Dry Top and its amazing rock formations, but they do a great job of finding different aspects of desert environments to highlight and emphasize in different moments. Put on top of that the incredible shots of shattered pyramids, hidden lagoons, and hanging temples, and you've got a winner. Just astounding. This is going to be a theme in these maps.

    Long Term/Retention - 9/10

    Crystal Oasis has some of the strongest retention of the Path of Fire maps, built on a combination of convenience, being the starter map with access to the raptor mount, and having the very accessible casino blitz and choya boss. There's a regular community of players on this map that runs bounties and is going through their first exploration of Path of Fire, even apart from the floods of players that shows up for the blitz. The Lily of the Elon pass is also to blame for the retention here, having been offered with one of the versions of Path of Fire, and being a very convenient collection of services with ready access to PoF and LWS4 maps. While its population is not a flood of players, it is a consistent medium level - you can always find folks here.

    Overall - 9/10

    Crystal Oasis is a great introduction to a new region and expansion. It's layout is smart, with the first large 'urban' environment we've seen since launch. The flow through the map is well put together, and there are great Zelda-style unlocks which lead to further secrets. The hearts are no less frustrating than they were before, but the events are varied and fun. Races are game changing, and something we'll see returned to in every map (and then some) until Bjora Marches.

    The art is gorgeous, and the music tops it off. Key concerns are, as mentioned, the lack of strong meta events. The once-a-day roll of the dice on the giant piñata doesn't really cut it.

    Partially because of the VIP area which was given away, this map has some of the strongest retention of the PoF era. This means that its Bounties and Metas are run, contrary to some of the other maps we'll cover.

    In many ways, Crystal Oasis has to be the map that every other PoF map is compared to. It is the first map of the new design ethos, and in addition it has a 'hub' area and is clearly meant to represent the heart of the expansion.

    We even see this with how it's flow is designed - players go up through the map to the Desert Highlands, and then eventually back through Oasis to get to Elon Riverlands. It's clear that this is the 'center' of the xpac.

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

    That's all, folks! What do you think of today's map? Any fond memories, or strong complaints? How well do you think Path of Fire stands up in comparison to the other content chunks? Next week, we'll be taking a look at Desert Highlands.

    submitted by /u/Jonah_Marriner
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    I realized something today. An Odd Elite spec?

    Posted: 08 Aug 2021 05:20 PM PDT

    A Manly Guide to Shouthealer

    Posted: 08 Aug 2021 12:20 PM PDT

    This is why griffon is and will forever be my fav Mount ^^

    Posted: 09 Aug 2021 06:36 AM PDT

    Amazing!

    Posted: 08 Aug 2021 09:25 AM PDT

    GW2 is the best mmo i think i have ever played. I have played many from runescape to wow. None are more compelling for me to keep playing. I absolutely 100% love this game. The story is the most engaging and enthralling i have ever played in an mmo. Its not as "epic" as wow, ie killing gods and titans. But its more tangible to the fantasy world i grew up with with wizards and dragons and the such. The combat is super fun, i could kill things in this game for hours and hours and never get bored. Rotations are relatively easy to learn, as long as u follow a build (for sillies like me lol). And dont even get me started on the community. I havent met a single person not willing to conversate with me. Even if im being one of fhose annoying guys like, hey! What skin is that where you get it, etc. Everyone is willing to help and guide u in the right direction. Map chat is never filled with toxic bs, in fact again, its usually folks helping out new players/showing off cool things or advertising guilds. Sorry for the scatter brain post. But i have seen alot of ppl compairing gw2 to other mmos lately and i wanted to add my 2 cents. In my opionion gw2 is the king/queen of mmos and i think i finally found a "home" in the gaming world because each time i log in is a wonderful experience. Thanks for reading, much love to everyone here. ❤

    submitted by /u/Jakrackem
    [link] [comments]

    physics

    Posted: 08 Aug 2021 08:28 AM PDT

    Guild Wars 2 style Karn and Beth(my Ranger and Warrior ingame)

    Posted: 08 Aug 2021 01:43 PM PDT

    Where is the way ??

    Posted: 09 Aug 2021 07:58 AM PDT

    Where is the way ??

    Hi guys,

    Currently I'm a Elementalist lvl 40 but I'm stuck here...

    Someone to tell me where is the way to access to the place what I need to find on the left ?

    Thanks all !

    https://preview.redd.it/7y3i1dwejcg71.jpg?width=1920&format=pjpg&auto=webp&s=2779e4c29176650b652a9f1b6e2bc26d4de8512d

    submitted by /u/Snoo-67696
    [link] [comments]

    Gem Store Notifications?

    Posted: 09 Aug 2021 02:45 AM PDT

    I was wondering, since I want to purchase a few Gem Store exklusiv items that are not available at the moment, if there is any service that lets me create some kind of whishlist and notifies me when an item from my whishlist is purchasable in the Gem Stoe again?

    submitted by /u/p3nn0rbi4tch
    [link] [comments]

    literally unplayable

    Posted: 08 Aug 2021 10:35 AM PDT

    2021 Guild Hall Games

    Posted: 08 Aug 2021 07:43 PM PDT

    Why a "Duty Finder" actually WOULD be good for Guild Wars 2

    Posted: 08 Aug 2021 12:32 PM PDT

    I keep seeing in threads on this sub that whenever the idea of having a matchmaking system for PVE content comes up, there's always this idea that such a tool wouldn't work for Guild Wars 2 or that it's unnecessary since we have LFG. Needless to say, I think both of these perspectives are off-base and here's why.

    • "Matchmaking wouldn't work because Guild Wars 2 doesn't have specific roles like other MMO's": I hear this argument a lot and I feel like it has a really simple response to address it, picking a role in the party isn't an inherent part of matchmaking. There are plenty of other games that do matchmaking without having you pick a role. It isn't necessary. In Guild Wars 2 it's actually especially so. Why is it that people think having a random assortment of classes on a party using LFG for dungeons or fractals is fine, but having a random assortment of classes on a party in a matchmaking system isn't? Very rarely is any LFG party I've joined been planned out or anything like that, it's just "who wants to run this content?" and then other people join and they do the content. Very rarely does anything go too badly, once you're playing it's really no different than a matchmade party would be. I do recognize that more difficult content would be hard to do without talking it over with a party first, but a matchmaking system doesn't need to make the LFG tool go away. They can exist right alongside each other just fine.

    • LFG Is Really Hard: Do you know when the first time I played Fractals was? Yesterday. Wanna know when I started playing this game? About a year or two after launch. I spent almost a decade without doing a content type that really appealed to me because LFG as a tool is the perfect format to cause social anxiety. People use coded language in their ads for party members that people new to fractals won't really understand, and the only reason I finally joined a fractal party is because the guy wrote that they were new to Fractals as well. This helped me get over my social anxiety and join the party, and I had a lot of fun too! I know it might be hard to understand, but there are probably a lot of people playing this game or who would play this game if they didn't need to deal with the uncertainty of manually choosing to join a party listed on the board, or posting one of my own. I have a lot of fear that I might do something wrong and annoy someone. It makes me really hesitant. The good thing a matchmaking tool does is remove responsibility from the hands of the player, the game handles it so your role in that interaction is passive. It really helps people like me anxious about getting into group content get over that hurdle and just play, and hopefully meet people with the same level of progress who are ready to learn and grind out the content with you. For raids too, this would make them a lot more accessible and increase the popularity of the format, because you don't have to worry that you're going to drag some dedicated raid team down or have everyone hate on you for playing a build people don't like or something like that. It can be hard for really social people to understand, but having to take that step to actively engage with others through a board like this can be really scary. Removing that will make these formats accessible to many more players.

    • Ease of Access Increases Popularity: Even for people who aren't socially awkward like me, a matchmaking tool people can just leave on in the background while doing other content means you don't have to put effort into joining a party for any given format. Especially if we have a matchmaking system that teleports you to a place to do the content and then teleports you back when it's over, that means you don't really have to think too hard about queuing up. Having to put effort into joining a group for this content may make for more stable parties, but it also means there are fewer people playing the content which makes running the content take even more time and effort. The issue compounds on itself and only makes these formats less popular, which means...

    • Low Popularity Makes Formats Hard to Support for the Devs: The reason dungeons died and fractal groups can be hard to find is because the devs didn't support them. It's easy to blame them for this, but without a matchmaking system it's also easy to see that the current way group content is engaged with leads to low retention. There's easier to access content in the game, so most people will just do that instead. This means GW2's group PVE content doesn't get the support it deserves, the format isn't popular enough to warrant regular updates and releases of new content. And I think this is a shame, because every time I do group PVE content in this game I actually have a lot of fun. The problem is that the existence of barriers makes it challenging. I remember when I first ran the final paths of Arah and I'd have to stand around at the entrance for like an hour with my LFG up. I can't go and do something else in the meantime because I need to engage with people who join the party to make sure I'm not AFK or something. With a matchmaking system, you're only put into a group once the content is being run, so it's nowhere near as much of a problem. Having to manually teleport to the dungeon's location as well is a barrier that stops people from joining parties that aren't close to full yet, they don't want to have to wait around for too long or hold other people up.

    I do realize that this is a bit of a self-compounding problem (no tools leads to low popularity leads to no tools), and that a lot of the reason people don't play this content is because there's little to work towards in terms of hyper-challenging content (though hopefully that'll be addressed with the CM Strikes in End of Dragons), but I really think a matchmaking tool would do a ton to reinvigorate the group PVE community for this game and bring a lot more players into it. And that can only be a good thing, because GW2 has some genuinely great group PVE content, ESPECIALLY the dungeons. As long as it's hard to access though, it'll remain a niche part of the game that doesn't receive the support it deserves. Matchmaking is a step this game needs to take, and maybe integrating some "dungeon" content into the main story like FFXIV does wouldn't be a bad idea either? That's just a thought.

    EDIT: I'm getting tired of the circular debate and it's making me lose my cool so I'm going to retire from this thread. Some extra points that the discussion revealed which are important.

    • A matchmaking system can include incentives and allow you to queue for multiple formats of content at a time in order to fill empty space for someone trying to do something specific. This means people trying to do unpopular or unpopulated content will have an easier time finding groups, and overall it will raise the popularity of group content in the game.

    • The argument that you need specific roles is still completely ridiculous because it ignores the fact that the content this matchmaking tool would be used for (like dungeons, lower tier Fractals, DRMs, etc) is the easier content which doesn't require specific party comps (which is roughly half or more of all the group content in this game), while LFG would still be used for higher-end more difficult content. The duty finder in FFXIV isn't used for Extreme or Savage content by anyone but sprouts (new players). In fact, implementing roles into a Guild Wars 2 version of a duty finder would probably be a complete waste of time. It doesn't need them because they aren't important to the audience such a tool would be targeting. This tool would not be targeted at high difficulty raids or strikes, only lower difficulty ones potentially designed around the matchmaking tool (like how in SWTOR or FFXIV, matchmade content has aids for pug groups).

    • The entire point of a matchmaking tool is convenience. People keep arguing that it wouldn't actually save that much time, but that isn't the point. The fact that it's an easy and accessible way to launch into group content while you're doing other things - in a way that requires no active participation from the person queuing up - is already enough. All you do is go click on a button and the game teleports you to the location and back when it's done, meaning your experience is otherwise uninterrupted. Especially for content that has long queues because it's old or unpopular, this would be a big appeal to casuals. This would very much increase the popularity of group content in the game, and especially dungeon running for F2Ps as a way of leveling.

    • The idea that the game doesn't have the technology for this tool when it's so fundamentally built around instances already is kind of ridiculous and silly. But let's pretend we don't have the technology, then it is still greatly in the group PVE format's best interest to put that technology together and make group content more accessible to casuals. This way, more people will enjoy it and populate the LFG's for challenging content like raids or strikes, which will incentivize the devs to put out more challenging group content (especially if Strike CM's take off).

    That's it, I've said my piece. Soapbox terminated.

    submitted by /u/Obrusnine
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    Elementalist as my first play through?

    Posted: 08 Aug 2021 08:40 PM PDT

    Title. I've heard that it has a pretty high skill cap, but it sounds pretty fun. I'm torn between warrior and elementalist. Elementalist seems a little bit more fun, but I'm worried that the skill cap is so high that I won't be able to really enjoy playing it. Should I just go for warrior? Thanks.

    submitted by /u/AstuteCouch87
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