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    Wednesday, September 1, 2021

    Guild Wars 2 Clarifications about the pre-stack change (and why it doesn't affect you)

    Guild Wars 2 Clarifications about the pre-stack change (and why it doesn't affect you)


    Clarifications about the pre-stack change (and why it doesn't affect you)

    Posted: 01 Sep 2021 03:38 AM PDT

    People say they want to have a discussion, so please try to contain your desire to downvote me because you disagree with the following clarifications.

    There are still a ton of misconceptions flying around here. Let's clarify some of them so everyone can be informed in having their opinion.

    "Precasting is gone!" "I hated precasting in my T4 fractals"

    • It is not gone. Literally nothing changed here unless you run in a highly organized static group. The mistlock singularity has not changed and people in pug groups have never swapped traits/weapons from their inventory in order to prestack. Especially if they have a hfb in their group.
    • In particular the current condi meta is further reinforced (for the 3rd patch in a row) because that group comp generally already runs 2 cfbs/hfb so the type of prestacking changed here was never done in the first place. (Yes, even when we ran the comp)

    "Precasting made the game easier/kills more efficient."

    Remember what I said about how the changed type of precasting was only done by very, very few people. There is two very good reasons for that.

    1. It is only necessary if you want to run a highly specialized comp like double dh, double slb, ren. This is generally a nightmare to run with a pug. So it doesn't happen.
    2. It doesn't actually make anything more efficient. Yes it reduces the final time on your arcdps log. But the total time spent precasting placing traps boons etc makes up that difference easily. Especially if you consider the failure rate of such a strat even with months of experience.

    We were already looking at advertising condi comps for full clears before the patch. We were already using them for more relaxed days. The reason why that hadn't happened later.

    "Now you have to think more about your build before a fight."

    • No. The amount of thought put into previous fractal records is already crazy. The only thing this change achieves, is being forced into a specific build (firebrand) with possibly a bit more boon duration. And having to plan out less button presses.

    "A golem rotation is way harder than precasting" "Precasting is easy"

    • If precasting was part of a rotation on a build website you would never question it. But just because you happen to have one more keybind while doing it (your template swap) it's somehow this magical forbidden thing.
    • Noone ever said precasting was hard if they have any idea about this game. But the same way executing a rotation perfectly requires precise inputs for over a minute, the same thing applies to fractal bosses. And the boon precast is 100% a part of that minute. The precast and pull have to happen in a very specific timeframe because you need to have as close to max duration for the whole fight so you can barely make it last for the whole fight. Many Boss strats have you run out quickness if you take 1 or 2 seconds too long. The precast and pull time is a part of that.

    "This change is good for balance"

    Now we can have a whole discussion about what is good and bad balance.

    • I disagree. The end result of this is that once again for the 3rd time in a row, power has been severely nerfed below condi for fractal runs. And that comp is the most degenerate imbalance ever. It has zero tradeoffs even without a dedicated healer and does not have any reliance on precasting (since it was build with 100CM in mind in the first place) And anet are apparently happy with it considering their lack of nerfs and sometimes even buffs to these specs. So don't think balance plays any role in this.

    • The only content affected by this in the first place are dungeons, which are literally abandoned content which have always been made fun by breaking them. And fractals where this does not actually solve the underlying issue of the mistlock singularity and precasting will still be a thing for everyone.

    "Just adapt"

    • Good point. The problem lies in enjoyment. This just further promotes running condi comp for fractals because as mentioned previously that one does not suffer from any of these issues.
    • And the problem is: Noone in our community wants to play it. Compared to the specialized comps I talked about earlier, it is mind-numbingly boring. This is not just a personal preference, it genuinely has a lot less to offer that you can optimize, has no trade-offs because of how broken cfbs kit is and just plays very very slow. And it hasn't changed a bit with this patch since it already didn't need any of these swap-precasts.

    "You're overreacting"

    • The players this affects care a lot about this game, obviously. This is a change that affects them negatively. These players already feel neglected over a lack of content for many years. So they made their own content. And now anet has decided that they don't care about that either. And it just hurts. If now is not the time to voice our concerns, when?

    TL;DR: This changed type of precasting has never affected any part of the game you care about unless you have actively grinded weeks towards a record.

    No, Fractal precasts have not been changed or removed in any way that you are familiar with.

    Try understanding what the topic is about before gloating just because other players have a different idea of fun than you do.

    submitted by /u/ZerothFox
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    Either an accidental spoiler for the new engie spec or the weirdest bug I've seen

    Posted: 31 Aug 2021 09:31 PM PDT

    StaysafeTV talking about GW2 on his latest youtube video.

    Posted: 01 Sep 2021 05:47 AM PDT

    Well gee, I wonder why this glowing green pistol skin is so much more expensive than any other weapon in its set. Sure is a mystery.

    Posted: 31 Aug 2021 10:11 PM PDT

    /r/guildwars2 reddit moment.

    Posted: 01 Sep 2021 12:44 AM PDT

    UPDATED TacO Marker Pack for the Festival of Four Winds and Sandswept Isles

    Posted: 01 Sep 2021 12:55 AM PDT

    Yet another TacO Marker Pack Update:-). Several fixes and improvements for the Festival of Four Winds and Sandswept Isles. Enjoy:-)

    If you find any issues, let me know on my Discord in the #taco-issues channel

    Discord: https://discord.gg/XuJkAEtc

    Marker Pack Download: http://tekkitsworkshop.net/index.php/gw2-taco/download

    Video Guides

    Installation

    TacO & Markers Installation

    • Download the latest version of GW2 TacO
    • Extract TacO from the archive somewhere - I recommend Guild Wars 2 folder.
    • Download ALL-IN-ONE markers pack from my website.
    • Move downloaded tw_ALL_IN_ONE.taco file into the POIs folder inside the GW2TacO folder (do not unpack it!). Override if asked.
    • You may have to allow using archives from other sources in the file properties or repack the archive (just rename .taco to .zip) it as your own if you don't have admin privileges in Windows.
    • Launch the game in Windowed Full-Screen mode and TacO as an Admin (does not work on Mac).
    • You can toggle my markers in TacO menu -> Filter Displayed Tactical Markers -> Tekkit's Guides ->

    Check this for a more in-depth TacO guide: https://www.youtube.com/watch?v=quKSP6hdqFo

    If You like my work, you can support me on PATREON:-) https://www.patreon.com/TekkitsWorkshop

    Or directly via PayPal https://paypal.me/TekkitWorkshop

    Enjoy:-P

    submitted by /u/sankurix
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    Me and the dragons, knowing what happens to Joko in a few chapters from the Bug in the System

    Posted: 01 Sep 2021 02:27 AM PDT

    Constructive feedback regarding the notorious "Prestacking" change.

    Posted: 31 Aug 2021 06:39 PM PDT

    To start off, y'all need to please calm down.

    This is getting needlessly heated, and has quickly devolved into a "us vs them" clown fiesta, where both sides are insulting one another and then blaming one another for being rude.

    Both sides are being rude at this point, stop pointing the finger and saying "butttt they started it!!!".

    Anyhow... On with the post, here's a list of pro's and cons, and potential fixes.

    -

    Quick Rundown

    It actually isn't a "Pre-stacking" change, despite what it's being commonly referred to as. It's specifically a change to Pre-stacking in addition to gear/build swapping.

    To those that still don't fully understand what the fuss is about, here's a brief summary of something that was easily doable, and was done somewhat frequently by a small number of players:

    1. Be a Firebrand in full concentration stat gear.
    2. Buff yourself with Quickness/Might/Fury/Protection.
    3. Switch to Dragonhunter in full power dps gear/sigils/runes, with the click of a button.
    4. Retain the very long buff durations, despite no longer having the concentration stat on your gear.
    5. Engage the boss with your now mega buffed Dragonhunter.

    Look, it's something i myself have done thousands of times, but lets be honest with ourselves... There's no way Anet intended for players to be able to do this.

    We all knew it was unintended behavior to some degree. I know it, you know it, everyone that did it knows it. Lets not pretend otherwise.

    It was gimmicky and cheesy, but it was incredibly efficient and powerful.

    Players can still prestack, they just need to do so with the same build they plan on actually engaging the boss with... Or... Lose the insanely long buff durations... Which seems pretty fair to me tbh? I'm not sure why this is controversial.

    -

    -

    The Pros of the change

    Simply put: It's better balance.

    Seriously, nothing else even needs to be said here. It's an objective fact that players could buff themselves too much, and too easily, by "abusing" the build template swaps.

    Encounters weren't designed around it. Anet most likely didn't intend for it or predict it. It's ultimately a good thing that it's gone.

    If you want longer boons, then use concentration, and traits that can provide buffs.

    If you want more personal dps, then don't use concentration, and use dps traits instead.

    It made no sense for players to essentially have access to best of both worlds, for no opportunity cost whatsoever.

    Common criticisms against the change:

    1) "Let people play how they want. You don't have to do it if you don't like it."

    I very very strongly disagree with this, because healthy game balance affects everyone, including the balance team.

    Furthermore, efficiency is an important part of any game, especially MMOs... And when the most efficient method of clearing content also happens to be clunky, unintended, and unbalanced... It's not a good thing.

    I'm not sure how many of you remember the old dungeon meta, which revolved around Ice Bow and Fiery Greatsword. It basically trivialized everything in the game.

    It was fun at the time because of how efficient it was, and people were mad when it was taken away... Because players don't like getting nerfed.

    Would people actually want to go back to that though? It was cheesy and gimmicky as hell, and frankly made the whole game (and balance team) at the time look like a pathetic joke.

    In hindsight, it was obviously a good change. Temporarily angering the "hardcore" player base via a technical nerf, is worth it for the long term health of the game.

    2) "This change will kill speed running"

    Umm... No it won't...?

    Speed Running literally just means doing something the fastest way possible... Just because it's slower than old speed run records, doesn't mean speed runs will stop.

    The people doing it now will adjust, adapt, and continue doing so moving forward with slightly different set ups, and slightly slower times.

    Ironically people said the same thing about the Ice Bow / Fiery Greatsword change too. But hey look! Speed runs still happen! Shocker.

    3) "Min-Maxing is fun, and this change is sucking the fun out of it"

    This is perhaps the point i sympathize with the most, because fun is very subjective, and i totally understand if someone found the prestacking/build-swapping interaction to be fun... I personally found it tedious and annoying, but hey, different strokes for different folks.

    I would like to offer an alternate perspective though... This change technically offers more min-maxing opportunity.

    If you want buff uptime, someone needs to actually min-max their gear in order to get it, rather than pressing a couple buttons and getting it for free.

    Nerfs aren't always a bad thing. Games don't exist for the sole purpose of serving as a power fantasy. It's fine having things be slowed down a bit.

    -

    -

    The Cons of the change

    The vast VAST majority of players weren't "abusing" different gear/build sets to maximize buff uptime before an encounter.

    On the other hand, most players did use different skills/weapons to give themselves things like swiftness... And it kinda sucks having that be stripped away?

    Switching between weapons for different scenarios felt like one of the hallmarks of this game, and it's a strange choice to punish players for it.

    Speaking of unintended behavior, there seems to be quite a few interactions that Anet didn't consider.... Like guardians losing their supposedly permanent Aegis, or losing boons while testing in the Aerodrome training area.

    Ironically, for the majority of players, this ends up feeling more clunky than before, despite the intention being to remove clunkiness.

    Anet has essentially removed quality of life from 99.9% of players, to nerf the 0.1%, and the change just doesn't feel justified in its current form.

    -

    -

    Potential Fix

    I have no idea if this is at all possible, but the best solution would be to maintain the boons on weapon switches, and ONLY weapon switches.

    If you want to precast a million buffs on gear with totally different stats, and totally different traits, before engaging a boss... Eh... You'll live without it, and the game will ultimately be better without it.

    Weapon switches and things like swiftness should be exempt from this change though. They have no reason to be included.

    Toning down power creep is understandable, and something i'm totally onboard with.

    Toning down quality of life however? That's a bad idea.

    submitted by /u/ragnorke
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    I recorded a cover of 'Spirits of the Wild (Redux)' from The Icebrood Saga with Irish low whistle.

    Posted: 01 Sep 2021 05:14 AM PDT

    Petition to rename “pvp” to “pvb”

    Posted: 01 Sep 2021 06:50 AM PDT

    Didn't know build swap prestacking was a thing until today.

    Posted: 31 Aug 2021 02:50 PM PDT

    "Anet, you murdered half the hardcore community"

    Posted: 31 Aug 2021 02:07 PM PDT

    Clearing misinformation regarding prestacking specifically in fractals

    Posted: 01 Sep 2021 03:43 AM PDT

    This is based on a lot of threads and comments that have been cropping up ever since the changes yesterday. The top thread on the subreddit currently has this quote as a part of the reasoning why the change is good:

    Furthermore, efficiency is an important part of any game, especially MMOs... And when the most efficient method of clearing content also happens to be clunky, unintended, and unbalanced... It's not a good thing.

    ​This same sentiment has been parroted in different words across different platforms so this is nothing specifically against the OP of the thread its just an easy way to show that sentiment being used.

    Prestacking to the extent people saw in videos of boss-speedkills was never about efficiency, in fact its quite the opposite to abuse that level of prestacking requires so much time and setup that its never worth it and only extends your run. People just engaged with it because they enjoyed pushing limits in the tiny scope that is a specific boss kill timer. You can think of it like trying to beat the landspeed record in real life, the amount of preparation and setup required means if the only goal was to get from A to B you could have done it much faster with a regular car that just requires you to hop in and drive. However the people participating in these records only care about that one specific moment where they can push the limits and get that speed record or in the case of fractals that bosskill time.

    None of this is relevant to making content trivial or efficient. Even if you look at grinded full clear records of nightmare/shattered prestacking is used to a very limited extent. There are no instances of using /gg to prestack traps or extra conjures. Mistlocks are only used half the time and only when there is no downside to using them (either a separate timegate or you are simply walking past it anyways) and even when they are used you do an extremely limited precast simply to get your boons in order.

    Now you could call that last part cheesy and abusive, but that last part has been only slightly impacted. You can still do almost exactly what was described above as most of the clunkines comes from transitioning between bosses. The only thing heavily impacted in fractals was boss-speedkills that a tiny niche of a niche of a niche engaged with that was already terrible inefficient and had no effect on making the content more or less trivial.

    As a final note, it just sucks to be part of a small group that occasionally enjoys pushing the limits and thats the way you find fun in the content, have it completely obliterated as collateral for other changes and when you express sadness or frustration you are met with players that didnt engage in the content telling you why the change is actually good and that your fun was actually hurting the game somehow.

    TL;DR: Heavy prestack abuse was not the efficient way to clear fractals, was just a method to get some niche kills and push the limit of the combat system. The new changes kill that section of the game while also making other sections feel clunky and janky and yet many players seem to think these changes were good because of a misunderstanding of how or why these heavy prestack methods were used causing frustration on both sides.

    submitted by /u/Delay559
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    The point of picking a build is to have the benefits of that build for the encounter

    Posted: 31 Aug 2021 12:02 PM PDT

    And the whole point of a combat system that has you make meaningful choices surrounding what skills to bring is that you shouldn't be able to get more buffs than you can bring with you in a fight.

    I'm not a hardcore player, but I have no animosity towards them. You want to be the best? Push the game to the bleeding edge? More power to you! I think watching raid speedkills/dungeon speedruns/etc is cool as heck, and I find it damned impressive.

    However, the arguments against this change that I see are basically "well now we actually have to commit to the build we're getting buffs from INSIDE the fight!" which... is the entire point? If you want a bunch of high duration buffs, shouldn't you have to actually bring that build into combat, not just stack them from another build, laugh, and go in with a max-dps build? The whole POINT of getting powerful buffs is that you're trading other stats/skills for the ability to provide those buffs with an extended duration/increased effect/etc. If there's no trade-off, then it defeats the entire purpose of the combat system.

    I get that this is going to hamstring some solo playstyles. Some builds are going to have a much harder time soloing content. Groups that take advantage of prestacking will have to change how they're bringing buffs. And this is absolutely a change that only affects the top-end. But guess what? Balance at the top-end is what matters, and if prestacking was putting some things WAY out of whack (spoiler: it was, and pretending it wasn't is just asinine, regardless of if you used it or not) then it had to go. And frankly, if it improves server performance in WvW as well I'm all for it.

    submitted by /u/jenrai
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    Bringing Some Logic into the Prestack Heat: it is really not about prestacking.

    Posted: 01 Sep 2021 02:20 AM PDT

    Good Morning!
    It's been a bit heated yesterday. Let's calm this down and clear some things up.
    It is really not that much about precasting, but about how it removes fluid boss transitions.

    What's precasting?
    Precasting is simply using skills out-of-combat before an encounter to buff your party or trap a location. This works with or without template swapping. Boon duration templates simply increase duration. In some cases you can precast skills from different elite specs to increase your damage.

    Where is precasting used?
    It is used in fractals where you stack boons at the mistlock singularity to start the encounter.
    It is used in dungeons where you stack boons often by swapping weapons or templates.
    It is used in WvW where you stack up long boons or stealth durations on a stack.
    It is used in Farming Communities to stack up long boons on your squad.

    Is precasting a problem?
    Endgame Content Perspective: some class-specific precasts can really spike burst damage and tilt balance. It is not really the common boons though.
    Anet's Argument: It causes server problem. Presumably from OpenWorld Farmers and the WvWers.

    Did this change fix any of the problems?
    It removed some of the precast damage, I guess?
    Servers still seemed to die yesterday though.
    The vast majority of 'problematic' everyday fractal boon precast stuff still works though.
    It definitely won't make everyday fights harder or different in any meaningful way.

    Did this change fuck up other things in the process?
    Yes. A lot. Which is why people are mad. But not heal firebrand pug fractals.
    Most importantly, it doesn't ruin boss fights, but fight transitions and dungeon gameplay.
    Running from one boss to the next is an art in gw2.
    You chain leap skills, go fast with boons and portals etc.
    If you want to prepare your build for the next fight while moving, you are fked now.
    You lose your boons, swiftness etc, and you fall behind the group and make them wait in the end.
    This only promotes lazy build copy pastes and takes out the creativity of learning your class.
    It removes a lot of skill expression and fun interactions. Not in fights, but out-of-combat.
    Stupidly, it also removes portals if you swap weapons or traits. New people won't even notice why it happened.

    Are you affected?
    The change affects everyone in some ways. Some more, some less.
    If you only heard about precasting yesterday, others might have done it for you.
    In particular, you might make less gold if you joined farming runs.
    It might make the game more toxic for you.
    You can still prestack in dungeons if you coordinate it well without templates.
    Instead of helping newer players out, they become a burden now if they don't know how to help precast.
    You might be forced to bring meta builds that work with coordinated team precasts.
    It also created weird interactions like: portals despawning when you swap weapons or traits.
    PUG FRACTAL BOSS KILLS WITH HEAL FIREBRANDS ARE BASICALLY UNAFFECTED.
    Contrary to popular posts, the common prestacking in hfb fractal groups still works.
    You just don't swap templates for longer duration and take the mistlock to reset your skills as always.
    It messes up boss transitions in any fractal group though. Making the game less fluid for no reason.
    It affects pug groups that want to run without a healer and try out some more difficult comps.
    In those groups, the missing boon duration is more noticable.
    The moment people start leaving the game, we are definitely all affected.
    In particular, a lot of people profit from the spreadsheets and efforts of more dedicated people.
    The hardcore farmers, raiders, dungeon runners etc that make builds, write guides, host trainings etc.

    Why are 'hardcore' people mad?
    Being unable to precast from boon duration templates removes creative boss strats in coordinated fractals.
    Being unable to swap stuff while moving between bosses makes the game a lot less fluid.
    It removes skill expression by going fast between bosses.
    It removes a lot of freedom and speed in dungeon comps where you dont have skill resets like in fractals.
    The portal change is particularly stupid.
    This comes on top of not getting any content updates forever.
    A lot of people love the combat system and wish there was more to be done with it.
    They create their own challenges by going faster and faster and faster..
    This change just curbs creativity at the high-end gameplay.

    Should you be mad?
    To some degree depends on if this change actually achieves some server stability.
    In any case, there must have been a better way to adress the problems.
    Dungeons already have barely been played and it killed a whole gameplay philosophy there.
    Guild Wars is a friendly game partly because one person can do a lot of stuff on their own.
    Too much forced coordination is going to make endgame unnecessarily toxic.
    It splits the people who play in lfg and the people who play outside of lfg even more.
    Even if you think it doesn't affect you a lot, some empathy with others could go a long way.

    What should be done?
    At least keep the out-of-combat boon prestack and portals intact in instanced content so you can move between bosses fluidly. Just fix the damn servers or spaghetti code.

    What would be interesting to know:
    Anyone got some ideas if this server stability argument actually makes sense?
    Did our fluid gameplay die for something?

    submitted by /u/Opposedsum
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    Interesting Bug in Latest Build *Possible Spoiler*

    Posted: 31 Aug 2021 10:00 PM PDT

    My personal opinion on Anet's fixing of precasting

    Posted: 31 Aug 2021 09:38 AM PDT

    I like it. Template and build swaps were meant to have easy and fast access to different setups for different scenarios. I'm happy they made pre-casters' life harder.

    On my personal preference, I do not approve of this kind of gameplay because it breaks the mood and it makes it look cheap. Having a whole set of weapons/traits to overbuff myself before the encounter and then switching to the actual set of traits/weapons I'm actually going to use? Hell no, what a chore.

    Thanks Anet. Also, it's amusing to see people whine about them fixing a system abuse and glitch.

    EDIT1: the only downside i could see about this change, would be to have multiple templates with the same build but different weapons. I could think about, for example, having my warhorn+sword + hammer for WvW Spellbreaker, maybe i want to swap my Warhorn with my shield (?), boom, i lose all my boons. But i guess it would be an extreme case scenario maybe?

    EDIT2: Have to specify it or people would call you monkey :) : with "precasters" ofcourse I mean people abusing the template swap before fights, not actually people combo blasting with their template of choice.

    submitted by /u/Heretiko6
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    The changes only make sense in the context of server stability for the upcoming WvW Alliance Beta test towards the end of the month.

    Posted: 01 Sep 2021 01:52 AM PDT

    Now that I've had some time to cool-down a bit, I got to thinking:

    The change would have gone over much better for ArenaNet if they specified why they were concerned about server stability. For a moment to moment balance-decision it seemed really random and arbitrary; why was this suddenly a problem, what was the context to motivate the change?

    This felt so random and arbitrary. Is it, really, though? The first Beta-test of the WvW Alliance System is in 3 weeks on September 24th, only a handful of days after the DX11 Beta.

    It makes sense that ArenaNet would want the servers in tip-top shape for it. What doesn't make sense to me is why ArenaNet slipped up and didn't explain what the context is. Collateral damage to functionality sucks, but knowing that it's going towards something that's a net-positive for the game as a whole really would have helped soften the blow somewhat.

    I wish ArenaNet communicated better, this sort of a functionality downgrade is the only thing that makes sense for the game on a macro level. I think a considerable amount of fallout could have been avoided if ArenaNet did a little more than the minimum amount of communique.

    When ArenaNet communicates poorly it's always a lose-lose scenario for everyone that quickly devolves into a polarized "us vs them," scrap yard with reductive cynicism, passive-aggression & an overall lack of empathy at the forefront. Sometimes it's unavoidable; some level of fallout had to be expected in this instance, but framing the dialogue is something that ArenaNet, for whatever reason, didn't do.

    Knowing the change serves a legitimate purpose is helpful. I'm still not a fan of the compromise that had to be made (WvW > PvE) but I can understand that ArenaNet wants to have successful beta tests. Sometimes we have to make compromises in our projects, lives, and opinions so that everyone can have a good time or have fun.

    If this is the price for some extra server stability for the WvW Alliance Weekend, then so be it. I'm not personally a fan of WvW, but I can respect the long-term dedication that players have had for WvW. It's always forgotten and has always been the last to receive support. Perhaps anet will be able to add some functionality back after they know what the load requirements for WvW are on the live realms.

    submitted by /u/Path_of_the_Wists
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    Is the engineer class difficult to play?

    Posted: 01 Sep 2021 04:21 AM PDT

    Hello all, I am a new wow refugee. My wife and I recently decided to try GW2 together. I am a gamer while my wife is not. We logged on and made our first characters last night but have not started playing yet. My wife narrowed down her class to either an engineer or a necromancer and she went with engineer. Before we get too far along, I'm wondering if someone can tell me whether the engineer is a difficult class to play?

    We're not looking to be doing any crazy endgame content or maximizing dps output. It will probably be a very casual play through the base content. With that in mind, is the engineer going to be fun or is there a chance it will make her frustrated? Thanks for any help!

    submitted by /u/DTH217
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    As we are returning to Sandswept Isles in the Bug in the System - let's remember this beautiful trailer with Maclaine Diemer's (GW2 main composer) version of Fear not this Night <3

    Posted: 31 Aug 2021 02:53 PM PDT

    Aquatic Ruins pathing has to be the most misunderstood element of this game.

    Posted: 01 Sep 2021 05:10 AM PDT

    I've been having trouble finishing up the next phase of crafting Dawn as it requires the Deep path to be active during the Aquatic Fractal. However from information i've found on the wiki, other forum posts and numerous discussions in game it seems no one has a clear understanding of how the pathing is decided. It clearly doesn't change on the daily reset and the wiki claims the switch happens at a specific alternate time, however this is not the case at all. Currently the Deep path should be active, however you'll find Dolphin is currently the only one available

    I've also been told in game its completely random and to keep trying, eventually the path will flip during a single day. Equally, i've been told the path resets weekly. Between the wiki, dulfys guides, various YouTubers and even this subreddit there is a host of information on every element in GW2 (which is honestly the most impressive thing about this community) however Aquatic Ruins pathing still remains a mystery.

    submitted by /u/originalSpacePirate
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    Game Update Notes: August 31, 2021

    Posted: 31 Aug 2021 08:52 AM PDT

    Helping new players - September event schedule on EU servers

    Posted: 01 Sep 2021 02:22 AM PDT

    Hi everybody, hope you are doing well :) This month we will have 5 events, this post describes what, where and how to join.

    What is Helping new players?

    It is a event series I am organizing for several months. It is meant as a introduction for new GW2 or PvE players to popular meta events, which require some knowledge. Goal is to clear out all the "What is going on", "What should I do", "Why are ppl yelling at me" new players can experience when joining Octovine, Silverwastes, Chak, Drizzlewood and few other meta events. I do this with prepared explanation texts for squad chat and also voiced explanation on a stream.

    Schedule of events (dd.mm.yyyy)

    How to join the events

    • Events are hosted on EU servers
    • Use /sqjoin CorwinCZ.3146 when the event runs
    • Find us on LFG, name Helping new players - XYZ
    • Join stream and use !squad command to get the text /sqjoin CorwinCZ.3146
    • Some events have requirements - Heart of Thorns access, IceBrood Saga access. Those will be sent in comment about specific event :)

    Spread the word

    It is always hard to get the world out to a new players in this game. Lot of ppl on this Reddit are veteran players, similar on forums. I would like to ask you to share the this post with new GW2 players you know :) You can check the prepared texts and past events and VOD's (links above) to see if the event is worth the sharing.

    Feel free to use the texts or improve them

    This link contains all the explanation texts I have prepared up to date. Feel free to use them for your own events. If you have any improvements, send them my way! We can always make them better :)

    Keep an eye on this post, I will be sending notifications when events will start :)

    Hope to see u on the events and have a nice day,

    CorwinCZ

    submitted by /u/CorwinCZ42
    [link] [comments]

    Deep Wilds Mounts preview for those who do not have the supply drop - all new skins for all mounts

    Posted: 31 Aug 2021 12:46 PM PDT

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