Jump to content

  • Curse Sites

Rate Article   - - - - -

Posted Image

This Friday, February 1st, ArenaNet will be implementing a reset for World Vs World server ratings. The reasoning behind this is the large player population shifts that resulted from the news of the server lock-down. Habib Loew explains exactly how the reset will work.


  • We’ll let the current matchup play out. Since free transfers were available during the first part of this matchup we don’t want it to count towards the new ratings.
  • When the matchup rolls over on Friday, February 1st we’ll post the final ratings & rankings. The new ordering will determine the groupings for the next matchup as usual.
  • After the new matchup has started on February 1st we’ll reset all the ratings (and deviation & volatility) behind the scenes.

What do you all think of this? Is it necessary to let server ratings readjust after the large population shift? Back to Top

Rate Article   * * * * * 1

Posted Image

Flame and Frost: Prelude
A mystery presents itself in this first entry in a multipart Living Story series. What could be causing such discord in the foothills of the Shiverpeaks? All those poor homesteaders and ranchers displaced with nowhere to go calls into question if the storms could be that bad—or if there’s something more sinister stirring up the flame and frost. The ground is shaking, and the sky is falling in northern Wayfarer Foothills and Diessa Plateau. Norn and charr refugees, crawling from the wreckage of their homes, are fighting their way to shelter in Hoelbrak and the Black Citadel. Many are in shock and wounded; most have only what they can carry on their backs. A call has gone out for volunteers to assist them in their time of need, when the environment itself seems to have become their enemy.
  • A new Living Story achievement category has been added, which will contain a series of achievements specific to the storylines unfolding in Tyria.
  • The first Living Story achievement, Refugee Volunteer, has been added. Players who complete this achievement by playing the Flame and Frost: Prelude content will be rewarded with the Volunteer title. They will also receive a karma reward via in-game mail.
  • More achievements will be added as the Living Story continues to unfold.
  • New Living Story events have been added to Wayfarer Foothills and Diessa Plateau.
  • Starting shortly after the January 28^th^ update, heralds will begin appearing in cities across Tyria. Their task is to keep adventurers apprised of the events currently underway that are driving the Living Story forward. Be sure to check in with them if you need direction.
Other Content
  • Persistent world content related to the story of the refugees has been added to Wayfarer Foothills, Diessa Plateau, the Black Citadel, and Hoelbrak. This content will continue to change and evolve as the story unfolds, so be sure to keep checking back.
Daily/Monthly Achievements
A new currency has been added: the laurel. Players earn one laurel for completion of the daily achievement category and ten laurels for completion of the monthly achievement category. This new currency can be spent at laurel vendors in all of the major cities to obtain over 90 items, including:
  • A new category of infusion, the utility infusion
  • Ascended amulets
  • Crafting starter kits
  • WvW blueprints
  • Obsidian shards
  • New boosters, advanced harvesting tools, and crafting trophy bags
  • A new, unique miniature: Goedulf, the mythical wolf-cub spirit that protects lost norn children
  • A new, unique miniature: Chauncey von Snuffles III, who placed second in the Divinity’s Reach Fanciest Cat competition
  • Achievement tracking UI has been added to provide at-a-glance information on daily and monthly achievements as well as quick access to the achievements panel.
  • New daily achievements have been added.
  • Daily achievements now rotate on a daily basis.
  • Daily achievements now only have a single tier.
  • The number of achievement points awarded for daily achievements has been adjusted.
  • Polished dungeons and removed the ability to use waypoints while any player is in combat.
Dynamic Leveling
  • Attribute calculations for dynamic level scaling have been rebalanced. In general, this means weaker when adjusted down, stronger when adjusted up. Rewards when adjusted down have been increased to compensate. It is now possible to receive your own level of loot from any level of enemy.
Fractals of the Mists
  • Players can now reconnect to the Fractals of the Mists if they are disconnected.
  • Players can now connect to a fractal map even if they are not part of the original group that created the fractal instance.
  • Players can revive at a checkpoint in fractal maps if the entire party is out of combat.
  • Players are no longer prevented from entering fractal maps. The difficulty of the fractals is shared, and players will receive rewards based on their “reward level.”
  • Reward level increases as players complete fractal rounds.
  • If players have a higher reward level than the current fractal difficulty, they will receive bonus karma at the end of a round. However, item rewards are set to the minimum of the fractal scale and reward level.
  • Daily Fractals of the Mists bonus chests are awarded after defeating the kraken. The rewards are now based off of the minimum of the player’s reward level or current fractal scale.
  • Players may now log in to a world other than their home world as a guest.
    • On the character select screen, click the “World Selection” button.
    • Choose a world you would like to guest on and click the “Guest” button.
    • Select any of your characters and select “Play” to log in to the world you chose as a guest.
  • Guesting has some limits and restrictions:
    • You may only guest on worlds in the same region as your home world. Players on American home worlds cannot guest on European worlds or vice versa.
    • You may not participate in World vs. World for any guest world. If you choose to enter World vs. World, you will be moved back to your home world. Only changing your home world using a world transfer can change your World vs. World participation.
    • You are only eligible to guest on 2 different worlds at a time. Each time you guest on a world, that world becomes available to play on for the next 24 hours. After 24 hours, you may choose to guest on a different world. You may log in to any active guesting world as many times as you wish with no restriction.
    • Guesting on worlds that are full or highly populated increases your risk of being put into an overflow map.
    • While guesting, all guild influence earned will be applied to your home world, and you will only have access to your home world guild benefits, including the guild vault.
World Transfer Fee
  • It now costs a gem fee to transfer your home world.
  • Gem fees for world transfers are based on the population of the world you are transferring to.
  • Each account is still limited to one transfer every 7 days.
  • Players still cannot transfer to servers that are “Full.”
  • The Risen creatures all across Orr have had their population density adjusted.
  • Areas, chests, and merchants in Orr now offer better rewards.
  • See “World Polish – Orr” below for more details.
UI Improvements
  • Changes have been made to the attributes section of the hero panel to cleanly display more information.
  • Several PvP dialogs no longer take UI focus away from chat when opening.
  • Players can once again preview armor and weapons that cannot be equipped by their character.
Structured Player vs. Player
January 28th – February 4th Is Temple of the Silent Storm Week
  • Instead of 3-round paid tournaments, there will be a 1-round match between 2 teams on the Temple of the Silent Storm map.
  • The price for entry will be 3 tickets per player.
  • Rewards for the test will be reduced from the normal paid tournaments.
  • After the game is finished, both teams will be returned to the lobby, where they can reenter the tournament queue.
  • To participate, go to the PvP lobby and speak to the Tournament Master.
  • At the end of this period, the Temple of the Silent Storm map will be added to the tournament rotation.
  • Skillbars now have team-colored backgrounds in sPvP.
World vs. World
  • Character load times in WvW have been improved through the use of preloaded placeholder models.
  • Fixed a bug where creatures in dungeons were no longer becoming invulnerable to players they couldn’t reach.
  • Updated the costs of several dungeon reward items to be consistent with their costs in other dungeons. These include leggings, chestpieces, and shoulder armor from Ascalonian Catacombs; tridents and assorted armor pieces from Sorrow’s Embrace; and focuses from Caudecus’s Manor.
Fractals of the Mists
  • Swampland fractal: The tripwires have been rebuilt to reflect their names. Several have been lifted out of the ground and made more visible.
  • Fractal Marshes: The traps in the first area now scale with the difficulty scale of the fractal.
  • Fractals: Added day or night time to specific fractals. Day and night do not cycle.
  • Underwater Fractal: The Jelly boss will no longer try to devour NPCs like pets and minions before they try to eat players. If no players are around, it will eat NPCs.
  • Fixed various exploits and minor bugs.
Ascalonian Catacombs
  • Story—The Lovers: Reduced health for both bosses and damage from Ralena.
  • Story—Coffin Intro: Additional coffins cannot be interacted with once the boss shows up.
  • Story—Ranger: Damage has been reduced for the trap skill.
  • Story: Some enemy group compositions have been altered.
  • Story—Adelbern: Reduced damage and modified his melee attack.
  • Explorable—Detha’s Chain: Decreased the recharge time for cannons in the final event and modified their attacks.
  • Explorable—Detha’s Chain: Adjusted the respawn rate of the groups at the “Defend Detha and her traps” event.
  • Story: Reduced most veterans to regular strength during the ship events.
  • Story: Attacking dragons have reduced damage and no longer knock back on their flyover barrages.
  • Story: Zhaitan’s acid pools do less damage.
  • Explorable: Fixed issues that may have prevented events from starting or ending properly across all paths in the dungeon when an NPC was potentially dying, reviving, or being interacted with.
  • Explorable—Seer Path: In the Dwayna fight, the sparks will now target players primarily, and their attacks have been adjusted in a way that should make them chase the player as initially intended.
Citadel of Flame
  • Story: The Baelfire fight now has a safety net in case players fall off. If players die in a dangerous area, their body is teleported to a safe location for players to revive.
  • Story—Forgefire Armory Boss: This boss’s damage has been reduced.
  • Story—Bolok Barracks Boss: The group composition of the reinforcements summoned by Bolok Barracks boss has been modified.
  • Explorable—Magg’s Chain: The event to defend Magg while he plants a bomb has been rebuilt.
  • Explorable—Magg’s Chain: The respawn rate of creatures in the magma field has been adjusted.
  • Explorable—Rhiannon’s Chain: The torch event at the start has been adjusted to only require 3 torches instead of 5; enemy groups have also been adjusted accordingly.
Sorrow’s Embrace
  • Explorable—Inquest Path: The infinitely spawning waves have been adjusted to no longer spawn when fighting with the golem miniboss. They will continue once the golem event completes. The group compositions were also adjusted to add more variation.
Crucible of Eternity
  • Explorable—Evolved Destroyer: This enemy’s health has been reduced. The time window before the shield turns back on has been increased.
  • Explorable—Subject Alpha (All): The enemy’s health has been reduced.
Twilight Arbor
  • Explorable: Leurent’s Elite Guard shields have been fixed so they no longer deal damage after they disappear.
  • Explorable—Leurent Boss Encounter: The group composition has been adjusted.
  • Explorable—Worm Boss: Spit puddles have reduced damage, but more puddles are created with each attack.
Honor of the Waves
  • Explorable: Aldus Stormbringer adds are no longer veterans and have adjusted respawn times.
  • Explorable: Aldus’s invulnerability shield now properly decrements to melee and area attacks.
  • Updated the effect for the Cone of Cold skill used by Controller Andal to match the area affected by the skill when he turns.
World Polish – Orr
  • Uncontested waypoints have been added to Cursed Shore and Straits of Devastation. Players that have already achieved map completion will retain it without having to discover these new waypoints.
  • Updates have been made to the small statues to the human gods throughout Orr.
    • New map icons to indicate the location and status of the statues have been added. Mousing over the icon will display more detailed information.
    • The visual effect surrounding each of the god statues has been updated to be more noticeable and to more accurately reflect the range of its influence.
  • Various Risen creatures have had their animations and size updated.
  • The music that plays during key events that take place at the Orrian temples to the gods and the Gate of Arah has been updated.
  • The difficulty of events to claim and defend the Orrian temples and the Gates to Arah will now scale to accommodate a larger number of players.
  • The visual impact of taking control of the Orrian temples has been increased.
  • Various Risen creatures have had their skills adjusted to use fewer crowd-control skills.
  • Fixed a bug that prevented the “Arah Waypoint” from updating properly when the gate to Arah was open in Cursed Shore. This also caused the Arah dungeon marker to erroneously display as contested. The gate to Arah should only be closed when the events leading up to it are active.
  • Grenth Temple Chain
    • “Use portals to fight shades, slay the Champion Risen Priest of Grenth, and protect Keeper Jonez Deadrun.”
      • Clarified event text to provide more guidance on event mechanics.
      • Updated enemy waves that appear when the priest reaches certain life totals.
      • Added several new abilities to the Champion Risen Priest of Grenth.
      • Fixed an issue that would cause enemies to stop spawning if waves were killed in the wrong order.
      • Adjusted enemy wave compositions, start locations, and respawn times.
      • Adjusted the stacks of corruption that enemy shades apply to players during the fight.
      • Updated the visual appearance of the portals to Grenth’s domain and the effect applied to players who step in.
    • Fixed a bug that prevented the Risen Priest of Grenth from attacking properly during the event “Stop the Risen Priest of Grenth from retaking the Cathedral of Silence.”
    • Fixed a bug that would cause Pact troops to stall at points in the event chain.
  • Dwayna Temple Chain
    • Adjusted the difficulty of the events that take place inside of the temple.
    • Updated the skills for the Risen Priestess of Dwayna.
    • Updated the skills for the Statue of Dwayna.
    • Adjusted the terrain within the Cathedral of Zephyrs.
    • Added a boss camera during the fight with the Statue of Dwayna.
  • Melandru Temple Chain
    • Updated the Risen Priest of Melandru’s skill set.
    • Updated the music that plays during the boss fights.
    • Adjusted the terrain inside the Cathedral of Verdance to allow for better creature and player movement.
    • Added more noticeable environmental effects to the temple’s contested and uncontested states.
    • Updated the participation rewards for the event “Defend the Pact interruptor from Risen attacks” to be more consistent with holdout events at other temples in Orr. Players who participate will earn three times the normal event rewards.
  • Lyssa Chain
    • Adjusted the difficulty of the events to take over and defend the Cathedral of Eternal Radiance.
    • Fixed a bug that prevented the force field surrounding the Risen Priestess of Lyssa from resetting properly.
  • Balthazar Chain
    • Adjusted the strength of the Risen Priest of Balthazar’s skills.
    • Adjusted the number and compositions of enemies that appear during events to take over and defend the Cathedral of Silence.
  • Promenade Chain
    • Updated the participation rewards for the event “Ensure that the Pact holds the Gates of Arah” to be consistent with the holdout events at other temples in Orr. Players who participate will earn three times the normal event rewards.
    • Fixed a bug in the event “Aid the Pact soldiers around the airship wreck” that would cause the event to restart prematurely.
    • Fixed a bug that could cause the Risen High Wizard to not flee after successfully defending the Pact camp at the Gates of Arah.
  • The Gladiator Chain
    • Adjusted the start and restart conditions for the event chain.
    • Adjusted the difficulty scaling of the events.
    • Added visual effects to the event area and Risen creatures featured in the event.
  • Changed the starting condition and location of the event “Kill the Risen broodmother.”
Items & Rewards
  • A new Orrian Jewelry Box has been added to karma vendors across Orr.
  • The item “Heavy Moldy Bag” has been updated to drop more frequently.
  • Various Risen creatures have had their loot tables updated to provide more varied crafting materials.
  • The karma vendors featured in temple chains offer new exotic wares.
World Polish – Other
  • Fixed the descriptions for some armorsmithing packs that stated an incorrect level for the armor contained within the pack.
  • Fixed a bug that caused the Mystic Forge to give inappropriate rewards when given level 80 masterwork swords.
  • Updated the Moa Tonic’s Screech skill description to correctly show only one daze stack.
  • Bandithaunt Caverns: It’s no longer possible to create an infinite number of bombs in the caves.
  • Locking your Windows User Account will no longer result in the Guild Wars 2 launcher being invisible.
  • Trait buffs are no longer reapplied after being resurrected while in a transformation that disables traits.
  • Renown regions now reward karma upon completion.
  • The contacts list has been significantly improved to enhance performance in crowded maps and for players with many followers and friends.
  • Loot interactions now take higher priority than mesmer portals.
  • Fixed a bug that could cause rectangular skills to fail to hit the correct targets.
  • Fixed a bug that could cause chain skills to sometimes interrupt dodge rolls.
  • Fixed a bug that could cause projectiles to sometimes disappear if passing through a field that had expired.
  • Fixed a bug that allowed skills that steal or remove boons to manipulate effects that they were not intended to be able to affect.
  • Weapons now continue to grant bonus stats while bundles are equipped.
  • Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.
  • WvW & PvE: Our culling system has been updated to use affinity culling, which favors allowing players to see important enemies regardless of the local player population density.
  • Lionguard Lyns has returned to Lion’s Arch but no longer has Black Lion Keys available. Donations toward the rebuilding of Lion’s Arch will continue to be accepted until late February, at which time Lionguard Lyns must return to her normal Lionguard duties. Liquidate those Captain’s Commendations while you can.
  • Golem in a Box has been updated to have a 20-second recharge and has been disabled in WvW.
  • In PvE, if a player is awarded loot by killing a creature and the loot is of uncommon rarity or higher, a chest will appear that contains the loot that would previously have been on the corpse. If the rarity of the loot on the creature is lower than uncommon, the loot will remain on the creature’s corpse.
  • Fixed a bug that could cause events around Eldvin Monastery to not run properly in Queensdale.
  • Fixed a bug that could prevent the event to fight the Shadow Behemoth from starting in Queensdale.
  • Frostgorge Sound—“Claw of Jormag” Event: Fixed a case where the ice shield would not appear correctly.
  • Blazeridge Steppes Event: The ogre beastmaster in Sootpan Kraal now heals a limited amount each fight.
  • Master Engineer Steelclaw in the Fields of Ruin now uses a consistent gender for her scenes/greets.
  • Diessa Plateau: Fixed a bug that prevented players from using the cattlepult if a cow wandered too far away, blocking the betting minigame.
Personal Story
  • Fixed Zojja and other NPCs having invisible headgear in cinematics.
  • “Armor Guard”: Fixed errant minimap marker.
  • “A Tangle of Weeds”: Increased the size of the instance so it’s much harder for the lich to fear players out of the map.
  • “Volcanic Extraction”: NPCs are now more durable.
  • Norn Chapter 3: Fixed an issue where the wrong cinematic was playing.
  • “A Sad Duty”: Strengthened the Pact defenders.
  • “Suspicious Activity”: Fixed a minor cosmetic bug.
  • “A Grisly Shipment”: Playing the story step with party members no longer prevents progression.
  • “Source of Orr”: Fixed an issue that could prevent progression after defeating the Eye of Zhaitan.
  • “Fixing Blame”: Warmaster Gurnn should now start his cinematic correctly.
  • “On Red Alert”: Fixed an issue that could prevent progress if the player bypassed part of the story step.
  • “Romke’s Final Voyage”: Fixed an issue that could prevent progress when playing the story step with party members.
  • “A Sparkling Rescue”: Zojja will now help players in combat.
Skill Challenge
  • The terror of Ancient Shark Pistrix and his gang of “landsharks” has finally come to an end. Players will now interact with the corpse of Pistrix in his cave in Sparkfly Fen to complete this skill challenge.
  • Fixed a bug that prevented Endless Halloween Tonics from being listed on the Trading Post.
  • All Halloween tonics have a two-second cooldown for removal.
  • Fixed an issue where some rebreather models would cause light armors to display incorrectly.
  • Transmuting weapons now preserves the higher rarity of the two items.
  • Sigil of Doom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Sigil of Intelligence: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Sigil of Leeching: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Life-stealing food buffs based on critical hits no longer affect gadgets.
  • A Mystic Forge recipe has been added to upgrade the Triforge Amulet to an ascended version with a utility infusion slot.
  • The Orichalcum vein in Southsun Cove is now a regular vein instead of a rich vein.
Profession Skills
  • Cancelling executing skills that have no recharge via the [Escape] key or stowing weapons will now trigger a 0.5-second cooldown for that skill.
  • Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players’ stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.
  • Updated skill facts.
Posted Image Elementalist (PvE Forums // PvP Forums // Skill Calc)
  • Fixed a bug that caused several spells, including Tornado, Arcane Shield, and most frequently Whirlpool, to sometimes fail to display any graphics.
  • Arcane Power: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Arc Lightning: Fixed a bug which would cause this skill’s animation effects to continue playing after the skill ended.
  • Evasive Arcana: This trait no longer enables players to break knockback effects.
  • Glyph of Renewal: Increased this skill’s cast time while underwater from 1 second to 3.5 seconds.
  • Ice Spikes: This skill now appropriately displays area-of-effect rings.
  • Rock Spray: Skill facts for this skill now display the proper distance and bleed damage.
  • Vapor Form: This skill will no longer allow players to rally off of kills that grant zero experience. This skill will now also properly restore death state on completion.
Posted Image Engineer (PvE Forums // PvP Forums // Skill Calc)
  • Removed collision from engineer turrets that were causing player pathing issues.
  • Elixir X: Fixed a bug where this skill’s tooltip did not reflect the cooldown reduction from Fast-Acting Elixirs.
  • Hair Trigger: Fixed a bug which prevented this trait from working correctly for some skills.
  • Healing Turret: Fixed issues with this skill’s description when the Deployable Turrets trait was equipped.
  • Incendiary Ammo: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.Reinforced Shield: Fixed a bug which prevented this trait from reducing Static Shield’s cooldown if the Throw Shield skill was activated.
  • Reserve Mines: This trait’s area-of-effect rings now display the appropriate area that they can be triggered at.
  • Speedy Gadgets: Fixed a bug that prevented this trait from reducing the cooldown of Throw Mine.
  • Toss Elixir S: This skill will no longer remove transforms from players.
Posted Image Guardian (PvE Forums // PvP Forums // Skill Calc)
  • Absolute Resolution: This trait now functions with Battle Presence.
  • Battle Presence: This trait no longer misses pulses or spams “immune” text.
  • Empower: This skill now appropriately applies might for 10 seconds.
  • Selfless Daring: This trait no longer enables players to break knockback effects.
  • Shield of the Avenger: Fixed the damage displayed in this skill’s Command variant.
  • Spirit weapons are now susceptible to attacks.
  • Sword of Justice: Fixed the damage displayed the descriptions for this skill and its Command variant.
  • Sword Wave: This skill is now able to strike gadgets that are low to the ground.
  • Zealot’s Flame: Added burning information to this skill’s description.
Posted Image Mesmer (PvE Forums // PvP Forums // Skill Calc)
  • Cleansing Conflagration: This trait should now remove a condition at the beginning of The Prestige instead of at the end of the skill.
  • Duelist’s Discipline: This trait no longer reduces damage dealt by the Illusionary Duelist.
  • Illusion of Life: This skill should no longer allow players to rally off of creatures that grant no experience.
  • Portal Exeunt: Updated the skill fact of this skill to reflect the actual duration. Also added a description to the Portal Uses marker.
Posted Image Necromancer (PvE Forums // PvP Forums // Skill Calc)
  • Fixed a bug that caused some minions to be overly aggressive.
  • Mark of Evasion: This trait no longer enables players to break knockback effects.
  • Necrotic Traversal: Fixed a bug which caused this skill’s descriptionto display an incorrect amount of poison damage.
  • Spinal Shivers: Fixed a bug which caused this skill to enter its full cooldown if used when facing away from the target.
Posted Image Ranger (PvE Forums // PvP Forums // Skill Calc)
  • Fixed a bug where aquatic ranger pets could sometimes get on land.
  • Drake Pet: This pet will now activate its Tail Swipe skill on a regular basis, and the casting time of that skill has been reduced by 1.25 seconds.
  • Entangle: This skill’s bleed effects now properly scale with condition damage and duration.
  • Sharpening Stone: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Opening Strikes: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
Posted Image Thief (PvE Forums // PvP Forums // Skill Calc)
  • Leeching Venoms: This trait no longer affects gadgets.
  • Shadow Refuge: Added a radius skill fact to this skill’s description.
  • Smoke Screen: This skill’s blinding pulse no longer follows the thief.
  • Spider Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Devourer Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Ice Drake Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Skale Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Basilisk Venom: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
  • Assassin’s Signet: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.
Posted Image Warrior (PvE Forums // PvP Forums // Skill Calc)
  • Arcing Slice: Updated this skill’s description to correctly state the boon it applies.
  • Banner of Strength: This skill’s descriptions have been updated.
  • Banner of Discipline: This skill’s descriptions have been updated.
  • Banner of Tactics: This skill’s descriptions have been updated.
  • Empowered: This trait should now appropriately increase damage for the Stability boon.
  • Reckless Dodge: This trait no longer enables players to break knockback effects.
  • Vengeance: This skill is no longer able to rally a player off of kills that grant zero experience.
Structured Player vs. Player
  • Legacy of the Foefire: Fixed a bug that prevented certain melee skills from hitting the front red/blue base gates.
  • Legacy of the Foefire: Fixed a bug that allowed friendly and enemy projectile skills to penetrate the red/blue base gates.
  • Legacy of the Foefire: Red/blue keep NPCs have been modified to avoid spawning before the match start countdown begins.
  • Legacy of the Foefire: Red/blue lords have been modified to remove up to 3 conditions at the beginning of their heal skill.
  • Legacy of the Foefire: Red/blue guards and casters have been modified to engage enemies when the lord enters combat.
  • Battle of Kyhlo: Fixed a bug that could cause the repair kit to disappear after switching teams.
  • Heart of the Mists: Two unused glory vendors have been removed.
  • Fixed trebuchets not being targetable by ranged attacks after being repaired.
World vs. World
  • Siege is no longer usable while inside a WvW jumping puzzle.
  • Multiple areas have had their terrain adjusted to prevent players from bypassing gates and walls to get into objectives.
  • Superior siege will now be saved properly when maps restart.
  • In WvW, different types of loot chests will replace the bag drop depending on loot rarity. Players should now see bags for loot that is lower than uncommon rarity and chests for loot that is uncommon rarity or higher.
New Items
  • Plush Quaggan Backpack Cover is now available in the Gem Store for 300 gems in the Style category. This adorable skin can be applied to any back-slot item, but it also comes with a basic back-slot item with no stats in case you don’t have one.
  • The Riding Broom is now available in the Gem Store for 250 gems in the Style category. Simply equip this toy and activate its skill to ride the broom. Riding the broom does not provide a speed bonus.
  • Evon Gnashblade’s Box ‘o Fun has been revamped and is now available in the Consumable category for the new low price of 1 for 80 gems or a bundle of 5 for 320 gems. The revamped design offers more control over what effect the box has on those that interact with it.
  • All weapon and armor skins now have the option to be converted to PvP skins. When activating a skin you will be given the choice to either apply the skin to a PvE item or convert the skin to a PvP-only item. Either action will consume the skin. This change applies to all unused weapon and armor skins in the game, regardless of when the skin was first released.
World Polish – Other
  • Visual effects on some legendary weapons have been polished:
    • Eternity: Fixed a bug that caused the Sunrise effects to play on the Twilight version of the sword.
    • The Moot: Added visual-effects polish and footfalls.
    • Kamohoali’i Kotaki: Added visual-effects polish.
    • Frenzy: Added visual-effects polish.
    • Kraitkin: Added visual-effects polish.
    • Quip: Added visual-effects polish and footfalls.
    • The Predator: Added visual-effects polish and footfalls; updated projectile and hit effects to match the weapon’s look.
    • Howler: Added visual-effects polish and footfalls.
    • The Dreamer: Updated the projectile effect.

Posted Image

The Guild Wars 2 database also has been updated with the following. Back to Top

Rate Article   * * * * - 12

Posted Image

With a big thank you to ArenaNet for making this possible, we are glad to announce that we are holding the Biggest Fan Contest for the community! We've got three signed collector's editions of Guild Wars 2 that are looking for new homes. How can you win such an amazing prize? Read below!

Begins: January 25th, 2012
Ends: February 9th, 2012 at 11:59 PM Pacific

(3) Grand Prize Winners: signed Guild Wars 2 Collector's Edition box
(3) Runner-Ups: gem card

Posted Image

How to Enter
We want you to show us how much you love of the game by created something Guild Wars 2 related. It can be a poem, a diorama, a painting, a comic, a video, a cake, a quilt, an... anything!

Simply reply to this thread with your entry.

Once the contest ends, the staff here will help vote the winners. You can help out by hitting the Like button on any entry you deem worthy of winning! We'll announce the winners after the votes have been cast. Winners will receive a PM asking for their physical address.

  • Entries are limited to US and Canadian residents only. Residents of Arizona, Massachusetts and the province of Quebec, Canada are ineligible to enter or win.
  • Winners are given a week to reply to our PM. If said winner does not reply, they forfeit their prize.
  • Curse Entry Rules
Good luck!

"What does that make us?"
"Big damn fans, sir!"
"Ain't we just?

Back to Top

Rate Article   - - - - -

Posted Image

It's time for the third edition of Guru's State of the Game, a monthly stream focusing on the PvP aspects of Guild Wars 2.  

Who will be attending?
We're joined by players from top competitive teams (and occasionally by a developer... or two) with the hopes of generating genuine and constructive discussion regarding the current state of the game.

This time around we'll be joined by ArenaNet Developers Jon Peters and Jonathan 'Chaplan' Sharp.

General Information:
Host: Grouch
Date/Time: February 7th, 2013. 12 PM PST (8PM GMT)
Duration: Around one hour.
Special Guests: ArenaNet Developers Jonathan Sharp and Jon Peters
Players Participating: Java from Team PZ (NA) and Lowell from Super Squad (EU)
Where: We're making the transition to Twitch.tv You can find us at http://www.twitch.tv/guildwars2guru

For any updates, make sure to follow us on Twitter (GW2Guru), Facebook (GW2Guru) and Anook (GW2Guru). Also make sure to check out the YouTube (GW2Guru) to view previous episodes.

If you have any questions or comments regarding the show, feel free to respond to this thread. Or send the show an email at [email protected]. Back to Top

Rate Article   * * * * - 4

Posted Image

Who: You and friend or two (or three!).
What: Introductory guesting party!
When: Tuesday, January 29th starting at 5pm Pacific Standard Time [NA]/ 7pm GMT [EU]
Where: Metrica Province (Jade Quarry [NA]/Aurora Glade [EU])

Level an alt, tackle the jumping puzzle, shoot for map completion, or just hang back and play some Golem Chess with your friends and fellow forumites. Our introductory guesting party aims to fill zones to the brim with players looking to have a good time. If you can't make the start, don't worry about it! Just stop in whenever you can and soak in the action. Remember, you can only guest to two servers within a 24 hour period, so if you aren't on Jade Quarry, make sure you save a slot for the event.

Also, feel free to bring a friend and spread the word. We're looking to completely fill up at least one instance of Metrica Province, so we're going to need some help from all of you to make that possible. If this event has a solid turnaround, then this will no doubt become a regular thing in the future. This will be a great time to play with your friends, and even make some new ones.

Thanks, and I hope to see you all there! Back to Top

Rate Article   * * * * * 4

Posted Image

Flame and Frost: Prelude - January Update 2013

Arenanet has just announced the information and created the event page for the January update, Flame and Frost. This update is a prelude, meaning it is meant as a preparation for the upcoming months. The update will go live on January 28.

The update also brings new features, such as achievement updates, laurel currency, guesting,
new utility infusions and ascended amulets, and overall enhancements and updates. Make sure to check out the event page for the full details!


The sky falls and the ground shakes in the lands of the north. Charr and norn refugees crawl from the wreckage of their homes in the Wayfarer Foothills and Diessa Plateau, struggling to find shelter in the south. The call goes out for volunteers to assist the victims in this time of need, when earth and sky seem to have become the enemy…

Flame and Frost: Prelude is the prologue to a multi-stage narrative that will bring big changes to Guild Wars 2 in the months to come.
Back to Top

Rate Article   - - - - -

Posted Image

Recently, ArenaNet pointed out that they have been uploading various music and sound clips to their SoundCloud page. You can check out their uploads here.

If anything, you should listen to the voiceover outtakes. Poor Logan, INDEED. Also, I think Zojja has a serious drug problem. Back to Top

Rate Article   - - - - -

Posted Image

This week we had two live interviews - one on the official Guild Wars 2 livestream and another with MMORPG.com. Today we'd like to highlight the two transcripts that dulfy created for them:

Guild Wars 2 Dev Livestream (Jan 17th, 2013) - Link
Part 1
Official Youtube: https://www.youtube....h?v=jspkjoye-08 (looks like this got removed)
Twitch VOD: http://www.twitch.tv...rs2/b/357921586
What is our long term focus for PVE and how we are bringing life back to deserted zones
  • New achievement system that plays into dailies/monthlies that adds new style of gameplay
  • New achievements to encourager cooperative play – i.e. rezzing, rallying) – things that will help players better at understanding the concepts of our game.
  • Allow players to filter back into some of the deserted zones (i.e. this month’s monthly  achievement for jumping puzzles was used as an example)
  • New content with the guilds – 4-5 different styles of content that show up in the world that guilds can go in to help kick off and pull other players into it as well.
  • Adding tiers to guild economy/ear guild tabs, adding in new rewards for guild members to show off.
  • >100 new rewards tied to the achievement system to allow players to show off some of the cool stuff they have done.
  • Framework rolling out next couple months
  • New Ascended items coming into play outside FOTM with the new achievement/reward system.
Philosophy on the dungeon
  • Multiple phase change for the dungeons – first build – remove the idea of rez rushing (i.e. only way to beat some of the difficult encounters at the moment is to have dead players run back from nearby waypoints while players that are alive kite the mobs)
  • You can no longer able to use the waypoint  if someone in your group inside the dungeon is in combat
  • We are nerfing some of the encounters that are a bit more challenging
  • Phase 2 – go back and look at some of the encounters – retune and increase difficulty if necessary.
  • New rewards (no details)
LFG mechanic
  • We are working right now on a system that go across the board, not just for dungeons, sPvP, open world etc. Allow players to find other players who want to do similar activities. It is a bit far off.
  • Working on custom arenas – need to make sure it is bug free, we are polishing them atm
  • Working on leaderboards – see your progress against other people
  • New player experience for PvP – better matchmaking system – play with players of your skill level.
  • Working on a new 1 team vs 1 team version of our tournament system , will be paid tournament (but reduced the cost and reduced rewards). Winners stay in, losers kicked out to the lobby.  (Current tournament system require 8 teams for a single tournament with 3 rounds so it is hard to get tournaments started at the moment)
  • This new tournament version will be on Temple of Silent Storm map (this map has a lot of tournament potential).
  • Adding more PvP specific armor skins – i..e skins that are available in PvE but not in PvP.
  • Blog post coming up to talk more
  • Looking into progression in WvW to give you some kind of character development and rewards
  • Goal is to progression/rewards. Encourages more players to do WvW.
  • Recently tested culling – we are doing great things with culling – running a lot of different tests/tweaks.
  • Our WvW programmer talks about more on the official GW2 forums.
  • Adding more PvP specific armor skins – i..e skins that are available in PvE but not in PvP.
AoE abilities balancing
  • One of the issues brought up a lot in WvW./sPvP is AoE (Area of Effect). We feel like they are too strong at the moment and a lot of people in WvW are gaming the system using AoEs.
  • For people that don’t know – max targets for siege weapons is 50 while max targets for AoE is 5.
  • Reducing AoE effectiveness to bring them in line with the single target damage skills.
  • Major update coming to all the AoE skills – make classes that are good at single target damage stand out a bit more.
  • Same thing with dungeons – right now if you have a lot of AoE you can past encounters by just spamming AoE which is not what we want.
Why no specific dates for updates
  • Sometimes codes interact weirdly and we don’t want to give you a date if stuff screws up and we have to push back. We will give you dates when we are in the final stages of testing.
  • Same with buggy stuff – sometimes bug slip out.
Philosophy for weapons/traits & class balance
  • We want every single class to feel like they have multiple options to deal with every situations, this doesn’t mean every class will have the exact same options.
  • We want every single class to deal situations in an unique manner – we keep “purity” in certain skills/traits  i.e. only mesmers and thieves have stealth to deal with some situations. Not everyone have stealth but every class have a defensive mechanism they can use if they don’t stealth.
  • We want to bring up all the weak weapons/traits on par with strong weapons/builds/traits in addition to reduce AoE effectiveness.
  • A lot of  classes have 1-2 good builds while some  have 5-6 builds , we want to bring up all the classes to 5-6 good and viable builds.
Part 2
Q & A session
Q: How close do you feel each class fulfill the class philosophy
  • We use one set of balance numbers for wvw, pve, and spvp. We do this because people get acclimated to characters – we want people to play a class in a certain situation and feel comfortable in another
  • Some classes are filling their roles, some are not
  • We are brining up the weaker builds to be on par with the good builds.
  • So yes they are but there are more work to be done.
Q: Expain what you mean by progress in WvW
  • We are encourage people to defend, to get involved, to break away from large mass mentality of zerging
  • Reward the individual player for what they are doing rather than contribute scoring via server
Q: Culling fixes available in WvW, sPvP, or PvE, when?
  • Depends on testing – WvW atm is bad, PvP is not an issue, PvE affected for large scale events (i.e. Lost Shores, Shatter event)
  • We are testing the system in WvW and hopefully it will affect all across the board.
Q: Fractals
  • Adding reconnect to fractals, and coming up a solution for the level restrictions – those are coming up in the next build.
  • Able to start at the highest fractal level achieved by any group member – it will advance everyone who is eligible for advancement up one tier
  • You will be rewarded based on your personal level, not the level of the fractal you are in (i.e. if you are not 10+, you can’t get ascended rings by doing higher fractals etc)
Q: Dynamic system in open worlds – how will it evolve – make it more understandable, more rewards
  • Changes to Orr at end of month – adding some new effects, environment zones, rewards
  • Continue building lore/story – between content patches we will add in new events, new guild stuff.
Q: Stance on allowing people to see enemy nameplates in WvW
  • Mixed feeling – we want server to viewed as a whole and not introduce bitterness to individual players
  • Not completely opposed to the idea – be interesting to get bragging rights, more competitive nature
  • Not sure how to design around that at the moment – maybe add it as a reward?
  • Need to make it voluntary, prevent harassment issues
  • WvW is about large scale massive battle mentality where individual players are not as important
Q: Advancement/prestige design for wvw
  • We want to keep things consistent – similar to some other stuff in the game. Can;’t talk much
Q: How does dev priorize development time – new content or old content bug fixes?
  • We want to to do bug fixes first then add in new content.
  • We looked at dungeons across the board, fractal bosses are more interesting – environment affect them etc. We want to do the same to the original dungeon bosses.
  • Specific teams to focus on different areas of the game to make sure no area is left behind.
Q: Do you think classes will have more weapon combinations sometime in the future? (i.e. Eles using greatswords)
  • Great question, you might be able to see it in the future – can’t comment more
Q: Examples to make boss more interesting
  • Different mechanics when bosses get to a different health stage etc like some of the fractal bosses.
  • We now have more better tools to develop boss scripts.
Q: WvW and ascended gear?
  • It is an idea being tossed around – use the badge system perhaps.
  • I am hopeful that we will see Ascended gear in WvW
Q: Custom areans – new game modes? cost to host?
  • Yes, cost money to host, you rent server from us.
  • You can’t create an entirely new gamemode but you can turn some features on/off.
  • I know you guys want new gamemodes like CTF
Q: GvG – Guild vs Guild
  • Guilds battle in guild halls – you had a flag, a guild lord etc in GW1.
  • We see it more as the team 5vs 5 stuff in GW2 and in custom arenas
Q: New game modes?
  • We want to use conquest as the base and develop around it, we are talking about deathmath, CTF and see if they can fit our game.
  • Maybe we can implement some elements from other gamemodes.
  • Why do we keep to conquest? If you want something to grow, to do Esport, you want something that people can pick up and familiar with.
  • New mode – pushing the boundaries of what conquest can do arriving sometime before the death of the universe.
Q will GW2 become a ESPORT?
  • Yes, we are working on things that GW2 needs to be an esport – i..e custom arenas, Spector mode, better streaming support
  • Releases later in the year.
Q: Do you agreee with the statement the current metagame is boring
  • Current metagame is boring, could use some expansion
  • Bunker – a class is a class that hold down a position, has a lot of healing and self-survability (i.e. a tank). We don’t want the bunker to go away completely. Bunkers give you an anchor in the map.
  • We don’t  want to be case that every team needs a bunker.
  • Bring builds to all classes to what the bunkers are currently.
  • Eles are tough, guardians are tough, mesmers are hard to take care of, so are thieves.
Q: Do you find any profession to be out of balance like Ele bunker, roamer, thief one shot combo, mesmer portal?
  • Ele bunker is really strong, on our watchlist
  • Mesmer portal is giving us problems –giving that tool onto other classes maybe?
Q: Reward screen for the new crowns for the achievements
  • If you are playing a specific class, you have a reward that can be tailoring to your class
  • A chest containing stuff that your class that you can use.
  • Not class specific armor etc.
Q: Get crowns are achievement we already have?
  • First build only have crowns for daily and monthly achievements
  • Later phase will have crowns are other achievement.
  • New daily and monthly achievements tied to new content – allow to pick specific rewards you care about.
  • Feb’s monthly will reward crowns
  • Crowns are a new type of currency but these won’t take up inventory space (i.e. it will be like karma/gold)
Q: Elaborate your plans for changing AoEs
  • This is not a quick fix, we are getting a lot of data.
  • If your skil does 10 damage to a single target, if you have another skill that have the same opportunity cost but deals 8 damage to 5 targets, the AoE skill is better – we don’t want you to use AoE skills on single  target mobs.
  • Maybe add a new mechanic where mobs are resistant to AoE damage.
  • In PvP and WvW we see people using AOEs on enemy players rezzing other etc
Part 3 (Dev responses to common concerns)


Just wanted to let you guys know that we’re reading this thread.

Your logic, reasons, anecdotes and ideas are being listened to. Also keep in mind, that as I said yesterday, a skill can be a balance problem in one area of the game, but underpowered in another. That’s the nature of using one set of #‘s to balance across all areas of the game. So we’re keeping that in mind as we look at this. We may need to do different tweaks in different areas of the game.

We’re also not going to make a knee jerk reaction to this. We’re still gathering data, watching player trends, and having meetings on all possible ramifications from possible changes.

- Jonathan Sharp


There are a few different knobs we can turn in regards to AoE some of the bigger ones being:
Radius of the AoE
Frequency of the AoE Damage
Damage of the AoE
Max Targets of the AoE

Currently, some players causing the AoE are able to do more damage to one person while also controlling a portion of the field, compared to a player with single target damage.

In our balance discussions we always look at what these changes could do to PvE as well as PvP. Any changes we make will undergo a lot of testing, both internal and by our trusted alpha team. It is important to understand that we are not doing a blanket nerf to all AE’s or a dramatic adjustment of the damage AoE’s can do. There may be some cases where players can build for AoE damage, but are just not viable or other cases where AoE is clearly the dominate way to build, and as such the other builds get left on the side lines. Its these classes/builds that we are concerned about.
- Jonathan Sharp



I agree. We’ve done some of the core stuff we wanted to nail w/ the conquest format, so now we’ll start getting into different secondaries that provide new types of gameplay.

Also, I think it’s ok to have some “just for fun” maps and “competitive/serious/tournament” maps. So let’s say we come up with a secondary that may appeal to more casual players, but not as much to hardcore players. I think that’s ok. It will just be known (and other games do this), that some maps are more for casual audiences, and others are for the hard core players.
- Jonathan Sharp


Thanks for all the feedback guys. We’re looking forward to the 1 team vs 1 team test coming up and seeing your feedback.

We plan to do other tests down the road, depending on how it goes. So that’ll be a great place for us to try some new ideas! And as I said, once we feel we have a strong core of “normal” conquest maps, I think it’s totally fine for us to branch off and try some other things that may not make it into tournament play.
- Jonathan Sharp

MMORPG.com Livestream with Colin Johanson (Jan 18th, 2013) - Link
Twitch TV recording: http://www.twitch.tv...com/b/358339359
How are things going in GW2?
  • Interesting life cycle in a MMO – once a MMO comes out, you immediately become a MMO service provider. Once a MMO launches, you have that peak concurrency right off the bat, then population drops down and it settles into the core player base, then that core population slowly decline every month after that.
  • If you look at EVE, WoW, those are great examples of games that settled into their base population after launch and then every month start to grow a bit. All the other games that weren’t as successful hit their base point and started to drop off a bit.
  • We actually hit our base point with GW2 where for a month we saw the same login numbers and every week for the last 5 weeks it has being slowly going up and that is really exciting for us.
  • We are the fastest selling MMO ever made – to get to 3 million copies (maybe not including China). The game is doing better than we ever imagined it could
Where did you guys think you would be after launch at this point?
  • We definitely didn’t expect to have this many sales, this many concurrent users, this many logins. Our goal is to hit our base user and then build on that every month and have it go up. We definitely seen that.
  • The actual sales and actual numbers are much higher – a big chunk higher than where we thought we would be right now. Can’t say the details.
How is the Black Lion Trading Company working out?
  • In GW1 we had a really small live team because the game wasn’t big enough to generate a consistent revenue. The gems/micro-transaction based model allow us to have a much larger live team in GW2, allowing players to see much more content on a monthly basis.
  • Our live team in GW2 is 15-20 times larger than the live team in GW1.
Have you found that things are easier to make in GW2 since you are now working on your second game?
  • It is mixed – we are learning more.
  • The challenge that is different GW1 is that our dynamic event system is really complicated, much more so and time consuming to make than traditional quests in GW1.
  • You have to account for when the event occurs, how does it interact with other events/contents, and what happens when the event occurs too many times in a row, how do you reset the event after completion.
  • It is much more challenging to build but also much more rewarding – we are getting faster and better at it.
  • So the short answer is no – in the amount of times it takes to design a quest in GW1, we are only about 10% into an event in GW2.
WvW: How is the fight against culling going?
  • It is a huge project that involve us basically rewriting the entire way how models and assets load.
  • Jan update is our first major improvement – models that appear near you will first be a low res model that act as a placeholder until the whole character is loaded in. This will fix those “invisible” characters that appear next to you that some of you are currently experiencing.
  • Next major step is how do we show more models and more things happening on screen. We are doing a lot of internal testing and it is looking very promising.
  • We are going to stay away from doing massive open world events with hundreds of people until we get culling fixed.
AoEs in WvW
  • Guys working on skll balance are still trying to decide what to do. Some of it will be going through and evaluating all the AoEs in the game and trying to pick out a couple that are over the top and making some tweaks.
  • We don’t want AoEs to be as strong or more powerful than a single target damage spell in the same amount of time when it has the capacity to hit 5 people instead of 1.
  • There are some skills right now that you always use no matter what and they are not necessarily situational or you time them properly. We want there to be a lot of tactics and thought that goes into the things that you do. That will be part of the strategy when we look through the AoE skills.
  • We don’t want to make them useless, we just want to make them working as intended and we noticed that there are a couple right now that are not.
Bunker Elementalist on your watchlist – what does it mean?
  • Watchlist means we are seeing it as a very common build. This warrants the discussion is this the meta that we want to have right now. Is it fun to play as, is it fun to play against? If the answer is yes to both, then we don’t change it. If it is no, then we will take a look at  it and tweak it a little bit.
  • If it is not fun to play as, and play against, is probably something we don’t want to see in our game.
  • Watchlist means someone is sitting around watch people playing Ele bunker 24/7.
Engineer feels weak compared to my guardian – what classes are the team looking to tweak?
  • (Host) – Engineer Grenade build was on the watch list before and it was changed accordingly. To be fair, the engineer is still awesome with the grenade build. (Colin) – yes that is what I run on my character and I agree.
  • We are looking at all professions at all times, we try not to just look at a single profession at any one time. That is a really dangerous thing to do and you are not look how it affects the entire game.
  • The guardian is intended to be meaty-tough, engineer is more for people who are looking to play with versatility, tricks, and gadgets. If there is something on engineer we need to tweak, we will take a look at it.
  • In GW2, the 8 professions are very closely split between the game population, which you don’t see in a lot of other games.
  • Most popular race is human? Yea, same with all other MMOs with humans – the most popular race is human. Lowest played race in GW2 is the Charr.
WvW & Zerging – what are you guys working to get people away from zerging.
  • Zerg is sort of the natural gameplay that is kind of evolved – find a commander and follow it. Comfort in numbers.
  • Strategically, the best strat is to split into mini zergs and constantly harassing the map.
  • We need have more capacity for commander to direct others, coommunicate, develop tactics and strategy.
  • Provide reasons to holding multiple objectives for long period of time other than just score – If my server is losing, what is the reason I am going to keep logging in to keep playing.
  • We need to provide incentives to winning over a short period of time and that is one of the major features that we are focused on.
Progression Model for WvW
  • We are actually working on two systems: one is the new feature we just talked about to incentive short term win and the other is the progression system.
  • One of the key features missing from WvW right now is a reason for me to login and progress as a individual – I can fight for my server, for scores, for fun, but there is not a clear sense of progression for me as a player.
  • This progression system will give you WvW specific abilities you gain as you work down the progression path and recognition so other players can see your progression.
  • Enemies won’t see your name but they will see your progression – i.e. title, name that show up differently to enemies (i.e. not just an invader). Details are not finalized yet.
Crowns (renamed to Laurels) and achievements
  • We renamed crowns into laurels – crowns translate into bad words in other languages.
  • Laurel system is a new currency like gold/karma. You earn 1 laurel for each daily, 10 for per monthly. Merchants in cities you can trade – ascended gear, infusions, more hidden items in the game, tonic that transform you into cats, some new mini pets, WvW things you can get.
  • This is taking some of the rewards that are currently buried behind RNG and giving you access to them by just logging in to your dailies/monthlies.
  • Daily achievements – in the initial release for Jan, each day of the week have different dailies but you need to do all of them. Down the road we will add in a new system that allow you to pick from a list of which dailies you like to do and make dailies choices a bit more specific (i.e. complete 4 jumping puzzles).
  • The intent with new system of achievements we are releasing later on is to create hotspots in the world to direct people to – i.e. score goals in keg brawl.  Give us a chance to showcase part of the game people may not know about and give people a incentive to go back some of the older areas. We will also be adding in new content to these old areas to make them more exciting.
  • Guesting allow you to click on a world and play with your friends seemlessly – limited to 2 worlds per day to play on. Server transfer cost depends on how full the servers you want to transfer to.
  • We had guesting almost done in each of the earlier patches but right before we were about to release it someone found a major bug that forced us to push it back.
Not having a level cap in earlier versions of GW2– what made you change about that design?
  • That idea sort of morphed into our level scaling system. We need to make it rewarding and fresh everytime you go back to that world.
  • One of the factors right now preventing the rewards to be as good is that on some maps, you can’t get loot up to your level
  • We are fixing that soon – you will always have a chance to get loot up to your level on those maps that are not giving out level appropriate loot.
  • For Jan update , we are thinning out the density of mobs in Orr, making some more waypoints always active, and adding some more new rewards – from vendors, from drops.
  • We also tweaked some of the bosses in temples to make them a bit more exciting for larger groups.
  • We didn’t complete rebuild Orr but we tweaked it a little bit.
Player Q&A
  • Guild houses/player houses anytime soon? We will do guild halls some point, it is not something we are actively working on atm. Player housing is in our radar.
  • Fractal relics – anyway to trade them in for other items? – not in the upcoming Jan release. It is something we will look into.
  • Plans to tweak precursors for legendaries? – we like to do in the long run is doing an epic scavenger hunt – we are in the midst of designing that right now. That is going to take some time. Legendaries don’t make you more powerful and not our #1 focus. Our #1 focus is making our core world stronger because that affect all the players. We will also find additional ways to get precursors – additional places that they can drop – not intended as a fix but something to go by until the real fix.
  • LFG: It is something we are working on, we have a team working on it. We are not building on a dungeon finder that auto places you in dungeons. We want to make a tool easier for players to play with. It is not automated. It is something you won’t see for the next couple months.
  • Additional hairstyles, additional cosmetic features? We will continue to expand on that
  • Additional playable races? It is something we could be. Might be part of an expansion. No guarantees.
[/spoil] Back to Top

Rate Article   - - - - -

Posted Image

Tomorrow, January 17th, systems designer Matt Witter, game designer Jonathan Sharp, and lead content designer Mike Zadorojny will be hosting a livestream chat on Twitch to discuss the game's design as well as chat about various topics present in the community. The stream begins at noon PST and, after a short break, will continue at 2 pm for a Q&A session based on questions submitted on the official forums. These developers play a big role in the design and development of the game, so you definitely are going to want to tune in to hear the insight they have to offer.

Keep in mind they haven't posted the actual thread that they'll be using to pull questions from yet, but we'll keep an eye out and update you all when it's up. Back to Top

Rate Article   * * * * * 2

Posted Image

As one of the most anticipated features to date, guesting will finally be implemented in just under two weeks on January 28th. Since launch, in order to play people who were currently on another home server, players had to take advantage of map overflows or dungeon instances that shared the same region. Now that restriction is being lifted and players are now able to be a guest on another world. Specifically, two worlds every 24 hours.

However, there is something to remember here. Much like the regional restrictions that currently prevent NA and EU servers from playing through dungeons together, guesting will only allow accounts of the same region to guest to each other. To quote Martin Kerstein,


"Because (different from a world transfer) we are not moving your character between data centers, you may only guest on worlds in the same region as your home world. Players on North American home worlds cannot guest on European worlds or vice versa."

With guesting comes the end of free server transfers. After the guesting update, transfers will require a tiered gem fee based on the current population of the desired server. Less populated servers will be less expensive to transfer to than a high population server. Transfers are still limited to once every seven days.

Remember! This update happens January 28th! If you are a chronic world-switcher, make sure you're snug tight in your home server before it lands to prevent getting stuck. Back to Top