Guild Wars 2

This week we are winning comfortably, 3+ hours queuing with no access. Such a pack of failtards (haven't used that word in a whole :D) and glory hounds. Taking easy advantage of those who are playing well and bottling when it requires effort and teamwork :mad: I don't get the chance to play obscene hours so I can't get in at all this week, very frustrating. Though at least I will get on next week when the Frogs are stomping us :D

I am still finding that I get into the WvW much much quicker if I am in Lions Arch. I've no idea why that is, but the missus and I have done several tests and have always got in considerably faster if we are in Lions Arch. Downside to that is that what you can do in Lions Arch to pass the time while waiting is quite limited to what you can do elsewhere
 
It's weird, I see all these people who are 80 and have been for ages and I wonder just how much of the world they have seen, my highest character is now level 39 (alt is 27 and I have a level 9 and a 3 and a 2). It's not like I am only on for a few hours a week either I've sunk a fair few hours into the game, I must be pushing 3 days played with 29% of the world explored on my ele.

Have to say I also feel like this is a cause of a lot of problems people are having with the game. A mad rush to 80, missing a huge amount of content, and then wondering what to do. I hit level 80 yesterday, both crafting skills up to about 320 as I don't have mats to go further, and completed all zones up to and including Sparkly Fen, so 19 of the 24. I'm at about 72/73% world completion off the top of my head. I've also completed all dungeons up to Sorrows Embrace in story mode, I haven't even come across the rest of the dungeons yet despite getting the in game mails, and I haven't gone anywhere near WvWvW.

People must be missing out on so much by not going through the game properly its unreal, and my only gripe so far is the number of bugged quests/skill points I've come across.

Anyway, Gunnar's hold is supposedly a nice server? Thinking of moving on from Desolation for various reasons, was wondering what alternatives there are.
 
General
• Fixes to LOD on numerous objects in the world.
• Fixes to maps to prevent players from moving outside of the playable area.
• Fixed a bug that made pet footsteps excessively loud, especially in water.
• Fixed a bug with assists not working in keg brawl.
• Fixed numerous blocked events.
• Updated text and functionality when purchasing bank slots.
• Fixed loud sounds on portals to the Underworld in Godslost Swamp.
• Fixed several bugs that were preventing some skill challenges from resetting properly.
• All recipe items are now account bound. Many were previously soulbound.
• Updated Superior Rune of the Ogre Rock Dog so that it doesn’t summon when the player is underwater.
• Updated Sigil of Demon Summoning so that it doesn’t summon when the player is underwater.
• Summoned rock dogs and fleshreavers die when they enter water.
• Removed the lone 1 copper from city map completion rewards.
• Removed Mystic Forge recipes that were being used to reduce surplus supplies.
• Enemies in tutorial areas will no long drop loot. Instead, an award of 72 copper has been added to the rewards for completing the tutorial. This is to dissuade players from lingering in tutorial instances to farm the creatures in them.
• Obsidian Shards are now account bound.
• Box of Berserker’s Draconian Armor and Box of Rampager’s Draconian Armor now reward the proper items.
• Fixed various crash bugs.
• Added the rank 30-39 wolf finishing move.
• Fixed recipes for the Mystic Artifact, Mystic Barricade, and Mystic Trident.
• Fixed visible map completion percentage errors and the achievement not completing.
• Applied 10-second cooldown to Bowl of Saffron-scented Poultry Soup buff. This was done to keep elementalists from spamming condition removal with Signet of Restoration.

Black Lion Trading Company
• Added functionality and improvements to the Black Lion Chests, including a chance to receive new items like a permanent version of the Black Lion Trader Express.
• Black Lion Salvage Kits now properly display the correct percentages for rare materials.
Story
• Adjusted difficulty for the following story steps: “A Fragile Peace,” “Breaking the Bone Ship,” “Killing Fields,” “Political Homicide,” “Sabotage,” “Set to Blow,” “Stand By Your Krewe,” “The Ringmaster,” “The Stone Sheath,” “Track the Seraph,” “Unscheduled Delay,” “Unwelcome Visitors,” and “Welcome Home.”
• Fixed bugs in the following story steps: “A Fragile Peace,” “Against the Corruption,” “Bad Blood,” “Forging the Pact,” “Stand By Your Krewe,” and “Tower Down.”
• Fixed exploits in “The Sound of Psi-Lance.”
• End of Story Loot Bags:
o These have been improved to only give green or better gear of level 78 or higher.
o The number of bags received has been reduced from 5 to 3.
o More improvements will be made in coming weeks. Players who complete the story before the final update will be equally compensated once the new rewards are in.

Dungeons
General
• Updated vendors in the Ascalonian Catacombs and Caudecus’s Manor to sell level 80 versions of their unique skins rather than level 60 and 70. Players who purchased the level 60 and 70 versions will soon be given the opportunity to upgrade those to level 80 without having to use transmutation stones.
Citadel of Flame
• Fixed an exploit in Magg’s chain that was allowing players to skip the entire dungeon and still be rewarded.
• In Magg’s chain, if Magg happens to die in the lava field, he’ll teleport himself to the start of the area just outside it.
• In Magg’s chain, Magg must be much closer to things to draw their initial aggro. This only affects the escort to the magmacyte rock.
Caudecus’s Manor
• Fixed an exploit that was allowing players to skip content.
Honor of the Waves
• Fixed a bug in the Butcher’s chain that prevented a boss from spawning.
Arah
• Fixed a blocking issue.
Ascalonian Catacombs
• Fixed blocking bugs in Detha’s chain.
Dungeon Rewards
We’ve made some significant updates to dungeon rewards. I wanted to try and clarify them here. All of these changes have been the result of an original exploit which was letting players receive upwards of 20 levels by completing a single dungeon run. We initially closed this exploit, which caused some new problems. The result is this new system which should increase dungeon rewards for players who play though them normally but help curb inflation of rewards for those who are using exploitative methods to farm them.
1) Dungeon tokens are now rewarded at the end of an explorable chain. This was done to stop players from repeatedly entering a chain and farming the first boss that dropped tokens rather than playing the entire chain. At some point in the near future, we will make up for this by making dungeon tokens a rare drop so that even players who are not completing a chain can make partial progress toward the rewards.
2) Dungeons reward 20 tokens for completion and now reward an additional 40 tokens for the first time they are completed each day. This means that if players can complete all 3 chains of a dungeon in a day, they’ll receive a total of 180 tokens, which is enough to purchase some of the smaller rewards.
3) Dungeon tokens should be account bound. This will allow players to have a single character farm tokens for their other characters.
Professions
General
• Implemented a fix to make Heartseeker, Lightning Leap, Flame Leap, and Monarch’s Leap hit more reliably.

Elementalist
• Fixed bugs with Flamestrike and Ice Shards so they can’t be fired behind the player.
• Quick Glyphs: This Air Magic trait has been updated to apply 20% recharge reduction to the elite skill Glyph of Elementals.

Engineer
• Grenade Barrage: This Grenade Kit skill should now be usable underwater.
• Short Fuse: This trait is no longer overwritten by the Grenadier trait. Also, this trait now works with underwater grenades.
• Speedy Kits: Added a 5-second recharge to the trigger for this trait. This was to prevent players from exploiting it to gain vigor buffs of extreme duration.
• Invigorating Speed: Added a 5-second recharge to the trigger for this trait. This was to prevent players from exploiting it to gain vigor buffs of extreme duration.

Guardian
• Merciful Intervention: This skill has been updated to work with the Meditation Mastery trait. The tooltip for this skill has also been updated to display the healing amount when affected by traits.
• Elusive Power: This trait has been updated to not grant might when aegis was blocked.

Mesmer
• Fixed text on “readied” mantra buffs.
• Veil: This glamour skill has been updated to show the appropriate active duration when not affected by traits.

Necromancer
• Taste of Death: This skill’s healing fact has been updated.
• Spectral Wall: This skill has been updated to apply the correct amount of vulnerability (10).
• Vampiric: Fixed a bug with this trait so that it now functions with projectiles.
• Close to Death: This trait has been updated to provide its listed 20% boost instead of the previous (unlisted) 10% boost.
• Banshee’s Wail: This Curses trait has been updated to apply extra swiftness.
• Spectral Walk: This skill has been updated to be more active and to work properly with its recharge trait. Also, Sever Spectral Bond has been changed to Spectral Recall.
• Minion Master: This Death Magic trait has been updated to properly affect the elite skill Summon Flesh Golem.
• Putrid Mark: This skill has been fixed to make it properly unblockable with the Greater Marks trait.
• Mark of Evasion: This trait can now trigger the Soul Marks trait.
• Reaper’s Protection: This trait has been updated to properly work with a variety of crowd-control effects.
Thief
• Bountiful Theft: This strait has been fixed so that it doesn’t apply 15 seconds of vigor twice.

Races
Norn
• Call Wurm: Autocasting has been removed from this skill to prevent an exploit. Additionally, the skill may now be cast on the move.


Player versus Player
• Legacy of the Foefire: Fixed an exploit that was allowing players to teleport past one of the gates.

World versus World
• Experimental Rifle: This item is no longer usable in World versus World.
 
• All recipe items are now account bound. Many were previously soulbound.

Nice, that one bugged me big time.

Hopefully I'm reading that correctly, I can purchase karma recipes on one character and use them on another now? That is good news.
 
Can someone make this clear for me please?

Is crafting the way to go to get the best armour in the game?

I'm a Ranger. If I hit 400 crafting for leatherworking will I be able to produce medium armour for myself that has the highest stats in the game and then go onto adding mods to it afterwards? Also, what is the appearance like of top end crafted items? Are the skins decent?

Thanks
 
Can someone make this clear for me please?

Is crafting the way to go to get the best armour in the game?

I'm a Ranger. If I hit 400 crafting for leatherworking will I be able to produce medium armour for myself that has the highest stats in the game and then go onto adding mods to it afterwards? Also, what is the appearance like of top end crafted items? Are the skins decent?

Thanks

Top end exotics that are crafted look decent, IMO, but yes, the best crafted goods is equivalent to the best stuff you'll get from running explorables.
 
Its your decision to either group up or play solo. The fact that i can easily group up with a level 5 character that my mate is on and play together in his starting zone on my char thats level 30 scaled down to the starter area level is fantastic . i dont see WOW, Tera, rift having that functionality?

City of Heroes had this functionality about 7 years ago.
Seems nobody bothered copying it until now.
Except I think City of Heroes scaled it better so you weren't as quite overpowered (but still had an advantage over what you would have been at that level).
City of Heroes also had the functionality that allowed lower levels to be boosted up to higher levels (albeit without all skills they would have and 'stat's wouldn't be as good). So if you were the 1 low level in a group of high level friends they didn't have to come and do content they'd all already done.
 
City of Heroes had this functionality about 7 years ago.
Seems nobody bothered copying it until now.
Except I think City of Heroes scaled it better so you weren't as quite overpowered (but still had an advantage over what you would have been at that level).
City of Heroes also had the functionality that allowed lower levels to be boosted up to higher levels (albeit without all skills they would have and 'stat's wouldn't be as good). So if you were the 1 low level in a group of high level friends they didn't have to come and do content they'd all already done.

the last part is the only thing gw2 doesnt have and would be awsome if they had it but other then that, gw2 has scaling ability making it easier then most mmo's to group up with lower or higher leveled people so i still fail to see why people are complaining about grouping being a negetive when IMO its one of the positives about this game
 
Not complaining about grouping, complaining that there's a distinct lack of it.

GW1 encouraged grouping. GW2 does not.

Scaling is good, you can go back and help your friends, but what is the incentive to do so after you've 100%'d an area?

Your friends will be able to progress just fine solo.
You get crap drops.
You get crap xp.
You get crap money.
You get crap karma.
You get crap crafting mats.

Which is why most of the lv80 population lives in Dungeons/Orr/WvW. As it just isn't worth going to the low level areas, and people don't need help to progress.


Upscalling is fine, insta lv80 for WvW and PvP is one of the best things ever however.
 
Yeah there's far less grouping up than I'd like :(

I've grouped up randomly with people who've been wandering the same area which was fun though.

Not to sound like a pedant or anything (and this isnt aimed at you solely) but you are grouping up far more than you think, just because you aren't in a party with people doesn't mean you aren't grouping. You are in a grp everytime you do DE for starters, I was working through the cave system with 2 champions to get the PoI below the priory in Lornars Pass yesterday with 6 other guys, we weren't partied up but we were doing the content as a grp of people.

The player base needs to adjust it thought process on how this game has tackled issues thats all, the "never in a group" mindset is a prime example of this.
 
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The player base needs to adjust it concepts on how this game has tackled issues thats all, the "never in a group" mindset is a prime example of this.

Admitadly there are 'choke points' where you will be near other people in the same area, but a lot of the time you are on your own.

Heart quests aren't done in groups, that bar is entirely your own. POI finding isn't done in groups, that's yours alone. Vistas... solo. Jumping puzzles? By yourself. Skill points then?! No, thats on your own as well.

The only time in normal PvE (not inc Dungeons) where you are in a group of sorts is events, and then it's not organised, no one communicates, its just a zerg ball of people playing on their own doing their own thing with others around them.


Dungeons are the only time where you are in a true group, working together for a common goal where tactics and communication are needed. And dungeons are the only part of GW2 that are really like GW1.
 
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It's weird, I see all these people who are 80 and have been for ages and I wonder just how much of the world they have seen, my highest character is now level 39 (alt is 27 and I have a level 9 and a 3 and a 2). It's not like I am only on for a few hours a week either I've sunk a fair few hours into the game, I must be pushing 3 days played with 29% of the world explored on my ele.

My level 80 has now covered 62% of the world, was 38% on hitting 80.
 
Was hoping for an update to the Skirmish grand master trait the prievious change to moment of clarity skill has made it a pretty poor Grandmaster trait, I was hoping that these traits would really be grand but they aren't the elite skills don't seem to elite either.
 
Heart quests aren't done in groups, that bar is entirely your own. POI finding isn't done in groups, that's yours alone. Vistas... solo. Jumping puzzles? By yourself. Skill points then?! No, thats on your own as well.

But thats my point, you can look at it that you are working alone, but in reality you are working in tandem with others a lot of the time, in essence grouping. Just because you aren't physically in a party with them doesn't mean you aren't in a grp.

Show me the MMO that has active open world physical grouping up, it's been eradicated pretty much.

Your communication point, trust me if you initiate the coversation whislt doing the content with others around you will get a conversation going. Human beings are a social bunch really, its just that other MMO's have beaten this element out of the gameplay.

and then it's not organised, no one communicates, its just a zerg ball of people playing on their own doing their own thing with others around them.

Sounds like WoW's LFG/LFR system to me :p
 
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