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    Guild Wars 2 Weekly /r/GuildWars2 Question Thread - October 23, 2021

    Guild Wars 2 Weekly /r/GuildWars2 Question Thread - October 23, 2021


    Weekly /r/GuildWars2 Question Thread - October 23, 2021

    Posted: 23 Oct 2021 06:00 AM PDT

    This thread is dedicated to questions that you've never really felt the need to start a thread for, but would still like to see answered/discussed.

    Resources:

    Please also consider sorting the comments in this thread by "new" so that the newest comments are at the top, since those are most likely to still need answers.

    submitted by /u/AutoModerator
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    EoD beta week 3 preview stream discussion thread

    Posted: 22 Oct 2021 11:55 AM PDT

    Evolution of Lion's Arch (lightweight reupload)

    Posted: 23 Oct 2021 06:03 AM PDT

    How ranger mains might feel after yesterday's specializations stream, I surely do

    Posted: 23 Oct 2021 05:33 AM PDT

    Rangers! Just a heads up, Anet is releasing more broken pets! And our new elite is worse then you think!

    Posted: 22 Oct 2021 02:25 PM PDT

    So to start off, I'll be spreading more awareness about this bug because Anet is avoiding fixing it like the plague, and you can clearly see in the Livesteam today they haven't changed their stance....

    Out of all 55 Ranger pets, 39 of them are actually broken!

    These pets include:

    -Arctodus -Black Bear -Brown Bear -Murellow -Polar Bear -Eagle -Hawk -Owl -Raven -White Raven -Alpine Wolf -Fern Hound -Krytan Drakehound -Wolf -Hyena -Ice Drake -Marsh Drake -Reef Drake -River Drake -Salamander Drake -Jaguar -Jungle Stalker -Snow Leopard -Tiger -Cheetah -Lynx -Sand Lion -Blue Jellyfish -Rainbow Jellyfish -Red Jellyfish -Black Moa -Blue Moa -Pink Moa -Red Moa -White Moa -Boar -Pig -Siamoth -Warthog

    And get ready to welcome White Tiger to the list! Any pets that release that share the same pet family from launch will use their families attack animations.

    Put simply, if your using any one of these pets (Soulbeast merging aside) your damage and overall effectiveness is greatly reduced.

    The reason being, that all these pets suffer from bugged attack animations that:

    1 - They gain no attack speed increase from Quickness (While they gain the buff, they DO NOT actually attack any faster)

    2 - Disjointing Attacks. They're attacks will actually miss on moving targets. (The rates of misses depend on the speed on the moving target and the attack speed of your pet.)

    Because of this, a lot of our skills and traits, actually don't even do anything or are only half as effective.

    You'll be gaining much less synergy with any pet traits (and there's a lot of them, which is to be expected with a pet profession) when using over 70% of the pets in the game.

    And with this new Untamed Elite Specialization that FINALLY has actually synergy with your pet instead of ignoring it like Druid or tossing him away like Soulbeast, choosing one of these pets really hinders your effectiveness.

    We really need this bugged fixed. Having out profession mechanic only working less then 30% of the time is pretty game breaking if you ask me.

    submitted by /u/mcjohna12
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    Just a low effort meme.

    Posted: 22 Oct 2021 10:38 PM PDT

    Can we mom? Please?

    Posted: 22 Oct 2021 01:53 PM PDT

    Specter traits and skills in one image

    Posted: 22 Oct 2021 05:09 PM PDT

    Mechanist traits and skills in one image

    Posted: 22 Oct 2021 05:52 PM PDT

    Hey rangers this is your new pet. Wallow

    Posted: 22 Oct 2021 06:58 PM PDT

    How I look when I post a waypoint in chat while in Mistlock Sanctuary

    Posted: 22 Oct 2021 06:32 PM PDT

    We need squad markers and ready checks for 5 person parties

    Posted: 22 Oct 2021 07:58 PM PDT

    There's so many instances where having squad markers would be useful in party content.

    • Being able to mark friends
    • Being able to point at locations in instanced locations
    • Being able to do a ready check for various reasons.

    I get that there are likely a lot of code-related issues, for example, parties don't have a "leader" but squads do and the older content isn't designed to work with squads. Maybe give us a check box to lock squads to 5 players for instanced content (we already have the 10-person raid check box)? Give parties a "leader" so the leader can place makers?

    This recent post about marking players in sPvP reminded me of how we need this and how the functionality that person wants already exists in the game.

    There's also a post on the forums here that covers exactly what I'm talking about, so if ANet only considers their official forums, there's already communication in the right place.

    Aside from potential buggy code, and that ANet seems to have no time for most QoL updates, is there any reason that squad based functions shouldn't be extended to 5 person parties?

    submitted by /u/Gamer13258
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    Thief mains next Beta

    Posted: 22 Oct 2021 05:21 PM PDT

    They made a phoenix pet! (and in my colour scheme!)

    Posted: 22 Oct 2021 01:03 PM PDT

    Untamed traits and skills information in one image

    Posted: 22 Oct 2021 04:20 PM PDT

    Beta 3 Preview Recap

    Posted: 22 Oct 2021 12:53 PM PDT

    Hit a pvp milestone! 1v1'd so well that I was accused of hacking

    Posted: 22 Oct 2021 07:44 PM PDT

    I want more CmC content

    Posted: 22 Oct 2021 01:03 PM PDT

    Like, srysly, this guy a little shy on the camera, but he passionate about the game so much, i wisch they unleashe him more often on the streams.

    submitted by /u/ScorchedClash
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    I've been having more fun with Guild Wars 2 sPvP then ever I did with 14 years of WoW PvP. There are just a few small things to see added.

    Posted: 22 Oct 2021 01:41 PM PDT

    • Let us put marks on allies (circle, triangle, etc) so we know who our supports are. It can be hard to tell in the middle of the fight.

    • Close the doors on the Auric Basin map during the pre game. Morally bankrupt clowns like to poke the enemy team ASAP to prevent the enemy team from making changes to their build.

    • If you're holding a weapon that is unusable when the pre game ends make it switch to the other weapon set by default as sometimes people forget and completely screw their whole team.

    • A more robust death breakdown. Similar to what you might see in a MOBA. Also, make it so Vapor Form doesn't "reset" the death breakdown.

    • A support category under the statistics tab of the score board. It would track boon application to allies, both amount and duration.

    • A captcha before a ranked match. Dead serious.

    submitted by /u/Final-Verdict
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    Guild Wars 2 topped PC Gamer's list for best Halloween events!

    Posted: 23 Oct 2021 08:03 AM PDT

    A detailed look at elite specs interactions with existing weapons.

    Posted: 22 Oct 2021 02:28 PM PDT

    In the recent stream it was announced Unleashed will not be applying its special new effect to ranger's weapons other than the new Hammer. Cal also talked about how they thought of a similar case previously with Engineer's Holosmith.

    This is something that personally has always bothered me about Holosmith to begin with and it made me really want to do a deep dive comparison of all classes and elite specs with new mechanics that influence old weapons (or should, and don't). Here's the breakdown:

    New class mechanic updates existing weapons:

    Weaver: Basically the epitome of dedication. This is the role model they should follow for all classes. All weapons got updated to include dual attacks and use the new dual attunement system.

    Berserker: All weapons get a primal burst skill. (Ironically not its new weapon because it's an offhand).

    Deadeye: All weapons get a new malicious stealth attack. They are fairly similar to the originals so it's not a huge change, but a welcome and consistent one nonetheless.

    Mirage: All weapons get a new ambush attack.

    Inconsistent:

    Revenant trident: Gets effects depending on underwater legend. Vindicator did not get an effect even though the legend is usable underwater, but this one I can assume will be changed after more betas.

    Virtuoso: They tried to update weapons with dagger generation though it seems a bit buggy at the moment since some weapons like scepter can't cap past their original limit of 3 clones up to 5. This seems like it was a bug. What wasn't a bug was adding the blade skill fact to greatsword, but not Sword skills. Weirdly enough, they did update sword 3 to work with Virtuoso specifically so this one is the strangest to look at for me.

    New class mechanic does not update old weapons:

    Holosmith: Only sword gets benefits from heat. This is probably the worst offender since engie has 4 weapons by default, which is not a lot of skills.

    Untamed: as mentioned in the stream, the namesake "untamed" mode is literally useless unless you use Hammer other than a passive stat change. Boring and uninspired.

    Special cases:

    Ranger pets: New ranger pets get added with each expansion and 4 new pets are confirmed to be coming with EoD. It is assumed they will be updated to work with soulbeast and have unique skills.

    The main takeaway from this is, only two classes would need some more dedicated work being Holosomith and Untamed. What bothers me the most about this is that Elementalist got all the love and workload put in to update and add the necessary skills. An expansion is the time when the devs should pour their time into doing these kinds of updates and additions, and it definitely feels like Untamed is missing out.

    submitted by /u/rhino_arts
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    Update on EU WvW rewards issue from last weekend's outage

    Posted: 22 Oct 2021 10:15 AM PDT

    Ele isn't what it used to be, and we made a song about it!

    Posted: 22 Oct 2021 09:42 AM PDT

    I mean, better shroud, way more diversity with skills and traits, can be support and offensive...

    Posted: 23 Oct 2021 06:43 AM PDT

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