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Guild Wars 2

Discussion in 'Guild Wars' started by Thedarkboy, Jul 27, 2012.

What race are you going to play in GW2?

  1. Norn

    3 vote(s)
    50.0%
  2. Human

    1 vote(s)
    16.7%
  3. Charr

    1 vote(s)
    16.7%
  4. Sylvari

    1 vote(s)
    16.7%
  5. Asura

    0 vote(s)
    0.0%
  6. Not going to play GW2

    0 vote(s)
    0.0%
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  1. Rantzr

    Rantzr Ogre Extraordinaire Ogre Veteran

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    I started playing GW2 again, and I didn't know how long it actually took to get a map completion. Just the starter area (playing solo so those Veteran/large mobs are a huge pain) took about 2-3 hours.
     
  2. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    Got it today :D

    It gets much easier once you get higher level especially at 80 with decent gear and weapons. A lot of times you can just run past mobs too and grab the point. :)
     
  3. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    Have you ever dreamed of using a fan as a weapon? Here at the Black Lion Trading Company, we too like to let our minds wander during the day and imagine fantastical things! This week, we’re turning your fantasies into a reality with the Daydreamer’s Finery and the Elegant Fan.

    Elegant Fan

    Align your magical energies with the Elegant Fan. This combat-ready focus will have you looking stylish in combat while also keeping you cool.

    Daydreamer's Finery

    The Daydreamer’s Finery is an exuberant outfit that will bring you to the very edge of practicality. Walk confidently into battle with this imaginative outfit.

    Available Now in the Gem Store!

    Log into Guild Wars 2 and press 'O' to access the Black Lion Trading Company for these great offers and more!

    Source
     
  4. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    Welcome, friends. I’m Karl McLain, and today we’ll be talking about the guardian’s new elite specialization: the dragonhunter—a ferocious big-game hunter that specializes in ranged combat and back-line support.

    When we set out on the search for the guardian’s elite specialization, we looked for areas in which the guardian lacked a solid role. It turns out that wielding light and virtue as power sources is actually somewhat difficult to do, and a guardian’s abilities are fairly short-range or unconventional in their application. We thought about how the guardian might handle long-range combat and supporting allies while fighting on the back lines. To this end, we’ve decided to incorporate a more physical aspect into the guardian, and its powers in light-wielding have deepened to the point that they can better physically manifest objects into the world and send them flying as swift as an arrow.

    Virtuous Combat

    With all of the changes to Tyria, dragonhunters have learned to better control their abilities in the fight against Mordremoth. Instead of fire-and-forget, we’ll be introducing more focused abilities that allow you to lend a better helping hand around the battlefield; virtues will become corporeal and will require you to aim them to some extent. Here’s the rundown on how your virtues will change.

    Spear of Justice—The Virtue of Justice currently grants your allies the ability to burn enemies in addition to trait benefits. With the new specialization, you’ll find that your Virtue of Justice is now a thrown spear that pierces through all unworthy foes, tethering them as long as they remain in range. You’ll send out searing pulses to each enemy tethered, continuously burning them and ensuring an unpleasant experience for those affected.

    [​IMG]

    Wings of Resolve—Your resolve against the enemies of Tyria has grown by leaps and bounds. Dragonhunters will find that their Virtue of Resolve no longer instantly heals in an area, but that they can instead grow wings of light and leap into an area, healing allies. For those more offensively minded, you can also trait your Wings of Resolve to deliver an attack at your landing spot.

    Shield of Courage—Instead of simply activating your Virtue of Courage and giving your allies aegis, you’ll now create a shield in front of you that blocks attacks for allies within its radius. With excellent control through positioning, you’ll find that you can block much more efficiently when facing the enemy, though you’ll be exposed from your flanks.

    Also please note that we’d like each new virtue to retain properties of the traits that affect them, such as Renewed Justice and Justice is Blind. When not recharging, they’ll still have passive effects so that you can continue to provide Battle Presence and provide your allies with a full health pool as you currently do.

    Another Arrow in the Quiver

    Along with their newfound powers in light manipulation, dragonhunters will have access to longbows. Instead of shooting arrows, the guardian will focus on firing massive, single projectiles at a ferocious velocity. This weapon set will focus less on engaging enemies at close range but will have lots of potential in assisting allies around the battlefield. An example of this is that your Symbol of Energy can be launched to an area to grant allies vigor. If your enemy is using a projectile attack and is attacking your allies, you can fire your Deflecting Shot in its path and, with the right timing, destroy all of your enemy’s projectiles along the way.

    [​IMG]

    Supremacy through Insight

    Favor in battle can often be determined by foresight and preparation, and dragonhunters will be able to manifest light-based magical traps that will activate when an enemy runs over them. These big-game traps will have a variety of effects, but none will be pleasant for an enemy unfortunate enough to be caught within them. Approach carefully, enemies of Tyria…or fall prey to the guardian and their elite Dragon’s Maw.

    Since you’re probably already asking, yes, the dragonhunter’s healing ability is also a trap. Guardians will preemptively imbue light into the ground for a smaller heal. When enemies trigger the trap, the guardian will pull the light from the ground, striking and blinding enemies while healing for a large amount.

    Advancing Forward

    Guardians will find that the new elite specialization gives them access to some conditions and functionality normally reserved for professions of a more physical nature. They’ll gain a bit of innate mobility, while the ability to cripple or bleed enemies will become an option through their elite specialization traits. One of their elite specialization traits is Rending Light, which will enable all varieties of traps to bleed enemies. Whether taking on the masses or a single enemy, the dragonhunter is a predator to be feared.

    Sharpen your justice. Dust off your resolve. Brace your courage. Guardians—the dragonhunter approaches. See you on the battlefield.

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  5. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    [video=Guild Wars 2: Heart of Thorns – The Dragonhunter, Guardian's Elite Specialization]8419[/video]
    Video: Guild Wars 2: Heart of Thorns – The Dragonhunter, Guardian's Elite Specialization
    Category: General
    Uploader: Aaddron
     
  6. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    We’re happy to announce that we’ll soon begin inviting select individuals to help us test the new World vs. World desert Borderlands map coming with the release of Guild Wars 2: Heart of Thorns™. This initial test will be small in size and duration and will focus on stressing the stability of our systems. We’re planning on expanding the number of participants involved for later tests, and we’ll release more information on how you can participate in those tests sometime in the future. This initial test will feature some of the most active WvW players in Guild Wars 2.

    Even if you don’t make it into the stress test yourself, you can catch the first glimpse of live gameplay on Twitch as many of our participants will be streaming and won’t be under any sort of nondisclosure agreement.

    Future Guild Wars 2: Heart of Thorns Tests

    We want to take this opportunity to clarify how we’re running each of our public tests for Heart of Thorns.

    First of all, our Stronghold Player vs. Player public beta tests will always be open to anyone who owns Guild Wars 2. There are no sign-ups or special requirements. Keep an eye on the Guild Wars 2 site for future announcements on when Stronghold will be available to play in PvP.

    Secondly, our Heart of Thorns PvE closed beta events are open to players who have found a portal to the Heart of Maguuma in-game or may have been selected by signing up for the Guild Wars 2 newsletter. More information on gaining access to Heart of Thorns PvE closed beta events can be found in our recent blog post.

    Finally, stress tests like our WvW Borderlands stress tests are limited in nature and will run on an entirely separate client. More information on how you can get an invite to participate will be released at a later time.

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  7. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    [video=Guild Wars 2: Heart of Thorns - The Reaper, Necromancer's Elite Specialization]8448[/video]
    Video: Guild Wars 2: Heart of Thorns - The Reaper, Necromancer's Elite Specialization
    Category: General
    Uploader: Aaddron
     
  8. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    Welcome, Tyrians! I’m Roy Cronacher, and I’m here today to bring you more juicy revenant information. Previously, I went over the profession’s base functionality and some initial sets of skills. So far we’ve discussed a legend and weapon set that are focused on defense and survivability, as well as a more condition-focused setup. Now we’ll be going over the healing-focused setup for the revenant. The new legend will offer a supportive playstyle and push the boundaries of healing through skillful play. Today I’m happy to introduce the staff and the Ventari legend.

    That’s Not a Melee Weapon…

    You might associate staves in Guild Wars 2 with a caster standing at range, performing powerful spells. With the revenant, we’d like to change that up, just as we turned the hammer into a ranged weapon for the profession. I mentioned in the previous blog that the hammer wouldn’t be the only weapon used in a new way, and the revenant will be the first profession to use the staff as a melee weapon in Guild Wars 2.

    This weapon imbues your attacks with the power of the Mists, using a mix of martial and magical styles to support your allies. It’s very much about damage prevention rather than directly offensive attacks, to fit the legend’s theme. Let’s take a look at two of the skills you’ll have access to.

    Rejuvenating Assault

    “Cleave foes around you with your staff, creating healing orbs for you and your allies.â€
    • This skill is the third part of the autoattack chain. When you strike foes with this skill, shards of energy will fly off onto the ground around the target. You or your allies can walk over these for a small amount of healing. This encourages strafing around your target to pick up the orbs as you attack, and it creates more interaction between you and your allies. We wanted to promote healing through offense rather than as a passive effect.
    Surge of the Mists

    “Charge forward, knocking back enemies that cross your path.â€
    • When you use this skill, you’ll charge forward with your staff, repeatedly knocking back foes along your path and either thrusting them out of the way or pushing them along with you. This control skill is a Ventari-approved way to separate enemies from your injured allies.
    I Can Outrun a Centaur!

    Well… Okay, maybe not. They are pretty fast. Ventari has interesting lore ties that made him a strong candidate for a revenant legend, and since he was known as a peace-loving character, we figured he would be a great basis for the revenant’s healing skill set.

    Most healing in Guild Wars 2 takes the form of pulsing spells, the combo system, or area-of-effect heals, but we wanted to push healing a bit more than what you’ve previously seen by creating a legend focused almost entirely on support. However, we needed an interesting way for healing abilities to interact and create a more active playstyle, and that led to the creation of Ventari’s Tablet.

    Ventari’s Tablet is at the core of every skill for the Ventari legend. All of the skills either do something around the tablet or modify it, so positioning of the tablet is the key to being effective. This requires the revenant to command the tablet, and to communicate and interact with allies so that they can receive the tablet’s benefits.

    So, how does it work? When you first invoke Legendary Centaur Stance, you’ll have only one available skill. This skill will summon the tablet to appear next to your character. After you bring the tablet into the world, your skill bar will fill with the five legend-based skills, all of which manipulate the tablet.

    There are two ways to dismiss the tablet when moving around between fights. Using your elite skill, Energy Expulsion, will overload the tablet with energy and cause it to disappear. The tablet will also automatically be dismissed if you move a certain distance from it. In both cases, your skill bar will flip back over to the previous state, and you’ll need to summon the tablet again to use the other skills.

    Here are the skills you’ll be able to use after summoning Ventari’s tablet:

    Ventari’s Will

    “Will the tablet toward the target location. As the tablet moves, it will heal allies it passes through.â€
    • This is a core skill of the legend since the other skills are based around commanding the tablet to do something. Because the tablet heals allies it passes through, the revenant will need to strategically coordinate with other players to get the most out of each movement.
    Protective Solace

    “Summon a protective barrier around the tablet that destroys enemy projectiles.â€
    • This skill creates a barrier of natural energy around the tablet. While this barrier is active, it will destroy all projectiles that come into contact with it. This is the upkeep skill for the legend, so you can toggle it on or off at the cost of rapidly depleting your energy bar. The tablet can be moved while the barrier is active.
    Energy Expulsion

    “Force energy to erupt from the tablet, knocking back foes and leaving behind energy fragments that heal allies.â€
    • This is the elite skill, which I briefly touched on before. It will send a surge of energy through the tablet, dismissing it. Foes will be knocked back by the energy forced through the tablet, so you can use it at opportune times to interrupt key skills or even knock enemies away from a downed ally. Energy fragments are left around the area as well, and allies will be able to walk over these fragments to receive healing, similar to the staff skill Rejuvenating Assault.
    And the Adventure Continues

    We’ll have more weapons and legends to show off in the future, but this will have to appease your appetites for now. All of the revenant skills and abilities I’ve discussed today will be included in a future beta, so keep on the lookout for them. See you all on the battlefield!
     
  9. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    Three months ago, we announced the Overwolf Guild Wars 2 App Challenge and invited coders to come up with the most original and useful Overwolf applications for Guild Wars 2. These players have been very hard at work brainstorming ideas, designing their overlay application, and implementing the features for the Overwolf overlay software. We’d been eagerly awaiting their creations, and we weren’t disappointed! You can see early builds from some of the submitted applications in this video.

    The 33 valid Overwolf applications that were submitted ranged from front ends for the website gw2style.com to programs that provide help with the Trading Post. There have been a lot of original ideas, such as a music typing simulator and an application for racing through Tyria with your friends. You can see all the applications submitted via the Overwolf App Store in the GW2 App Challenge category.

    Before we show you the results, we’d like to say that we’ve been so impressed by all the submitted applications that we decided to award a few more prizes! Not only do each of the three categories (General, Player Experience, and Competitive) get one or more honorable mentions that each earn 1000 gems, but all of the developers of valid applications will receive an in-game Endless Interface Crafter Golem Tonic!

    And now, without further ado, here are the final results:

    General Category

    First Place: GW2 Dye Collection , by juuso
    Second Place: Shinies, by Kristian Karpati
    Honorary Mention:
    Jump!, by Per Parker
    Tactician, by Dyana Rose

    Player Experience Category

    First Place: Guild Wars 2 Pocket Knife, by Julian-Aziz-Haslinger
    Second Place: Who’s Talking? For Guild Wars 2, by André Becker
    Honorary Mention:
    GW2 Recipe Search and Crafting, by Jess monks
    GW2 Crafting Companion, by Joscha Alisch

    Competitive Category

    First Place: PvP Build Manager, by Lucas Salton Cardinali
    Second Place: Trait Saver, by Ahmed Gamal
    Honorary Mention: BuildBook, by Jorrit Kronjee

    Wickr, sponsor of the challenge, also organized a user vote through its application, and the winner is the “World Boss Notifier†application. We’ll be sending 1000 gems to its creator, Lucas Cardinali! And as Overwolf announced, the first 20 qualifying applications submitted receive a Plantronics RIG headset.

    But that’s not all. There are two applications that gathered top scores and were particularly inspiring. We’d like to offer two special prizes to their developers:
    • Special prize for technical achievement: Who’s Talking? For Guild Wars 2, by André Becker.This application has pushed the boundaries of what Guild Wars 2 applications can do, and we’re going to invite its creator to a chat with one of ArenaNet’s web developers.
    • Special prize for outstanding utility: Guild Wars 2 Pocket Knife, by Julian-Aziz-Haslinger.This application lives up to its name by providing Guild Wars 2 players with an impressive list of useful features, and we’re offering its creator the choice of a precursor weapon.
    Last but not least, we found the top applications so creative, interesting, and useful that we wanted to share them with all players. In addition to adding them to the wiki article about Overwolf Guild Wars 2 applications and sharing them on our social media over the next few weeks, we’re also going to invite a few developers to be featured on our livestreams, Points of Interest and Ready Up.

    We want to extend our congratulations to the winners and to all the developers who participated in the Overwolf Guild Wars 2 App Challenge. It’s now time for players to start enjoying your creations!

    Source
     
  10. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    Hello, everyone! Matt Pennebaker here from the rewards team, and I want to talk about upcoming changes to the wallet. Let’s jump right in.

    Where Is It?

    Veteran wallet users know that if you want to check out your current stockpile of wealth, you head to the Hero panel and click on the wallet tab. There you can find all of your currencies laid out in a big grid. You can also navigate there from the little + button in the bottom of your inventory, but that results in opening two windows to view one piece of information. Neither of these options make the wallet easy to find or use, so we’ve moved the wallet to the Inventory panel. Clicking the Wallet button will now toggle your inventory to the wallet view.

    What Does It Look Like?

    The grid view of the old wallet, while nice to look at, took up a lot of space and didn’t leave much room to expand. Since the wallet is functionally a list of numbers, that’s what we decided to visually display. It’s now much more compact, with the option to filter it, and this makes future additions much easier. At the top of the wallet is a drop-down menu that will filter the wallet to display only the currency categories you want to see.
    Hover your mouse over a currency to display its details—some of which you can click for extra functionality, indicated by an icon appearing to the far right. Gems and gold will take you to the Gem Store and Currency Exchange, respectively, while dungeon currencies show you where the entrances to their dungeons are.

    As an added bonus, we’ve slightly changed how currencies display in the bottom of your inventory. Your gold will always be there, but the other visible currency will change based on where you are. For example, in World vs. World you’ll see badges of honor, and while in the Fractals of the Mists you’ll see fractal relics.

    Did Someone Say Additions?

    We’ve added more currencies to the wallet! When you log in after the update, the following items will be converted to currencies and stored in your wallet:
    • Pristine Fractal Relics
    • WvW Tournament Claim Tickets
    • Geodes
    • Bandit Crests
    These items will be automatically converted to the new versions of the currencies when the character holding them logs in, so be sure to check each of your characters’ inventories.

    What about Skill Points?

    Previously, we told you that endless sources of skill points will reward a different currency instead. The new wallet will house the new currency, spirit shards.

    Currently, there are two sources of skill points. The first are limited sources, such as skill-point challenges and the level-up guide. The second are endlessly repeatable, such as scrolls of knowledge and leveling up after 80. Skill points also had two uses: unlocking skills, and buying materials for the Mystic Forge.

    What we had were two systems that should have been using two different currencies, and now they do. Every source that used to give scrolls of knowledge will now give spirit shards, which Miyani will accept for her materials. A few things will change to accommodate this split:
    • Tomes of knowledge will level you up if you are under level 80 and give one spirit shard if you’ve reached level 80.
    • Writs of experience can only be used if you’re under level 80, and they can be traded in to Miyani for a tome of knowledge at a rate of 20 writs per tome.
    • Leveling up after level 80 no longer grants skill points, but level 80 characters will be able to loot spirit shards off of monsters.
    • Any scrolls of knowledge that you have in your possession will automatically be converted to spirit shards, and any source that used to award scrolls of knowledge will now grant spirit shards.
    The conversion of skill points to spirit shards will be automatic. This will happen on a per‑character basis, so make sure to log in on each character to receive your total count! I think you’ll be surprised at just how many spirit shards you have.

    Thanks for reading, and we hope you enjoy the new wallet!

    Source
     
  11. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    Welcome, Tyrians! I’m Roy Cronacher, and I’m here to tell you about changes to our combat systems that’ll be arriving alongside the new specializations. I’ve personally wanted these changes for a while, so I’m very excited to discuss them with you.

    Currently, conditions don’t really play well with others. Right now, we have two types of conditions: duration stacking, which increases duration for each version of the condition applied (such as weakness); and intensity stacking, which adds a stack of that condition for each version of it that is applied (such as bleeding). Intensity stacking conditions are limited to 25 stacks, which isn’t very many considering how prevalent damaging conditions are in combat.

    Now, these work okay in smaller combat scenarios, but even a single player can take up a full stack of a condition. This makes things frustrating for other players because they’re constantly fighting for room in this small stack size to deal their damage. Physical damage has no limitations on its damage output gated by those around you, so why should conditions? We’re aiming to alleviate that problem with the following changes.

    That’s a Big Kittening Number

    The first piece of the puzzle is stack size. Some professions allow players to reach the 25-stack cap by themselves, which leaves no room for other players to apply their stacks for that condition. If they could, it would override the existing stacks. Both scenarios are frustrating.

    Luckily, this will be a thing of the past. Soon, each intensity-stacking damaging condition will stack to a much larger number. While I can’t reveal that number today because we’re still doing performance tests, let’s just say it’s large enough that you should never notice it while you’re playing, even during world boss fights. Essentially, there will be no more limit on damaging conditions. You’ll no longer be punished or punish others when you choose a playstyle that focuses on causing damage over time.

    Condition removal will work just as it does now—using a skill that removes a condition will remove the entire stack of a condition, whether it’s two stacks of bleeding or four hundred stacks of bleeding. A player with four hundred stacks of bleeding would be a dead player, but you get my point.

    Now That’s Some Intensity

    You may be thinking, “Okay, that’s awesome for the intensity-stacking damaging conditions, but what about burning and poison?†Well, burning and poison will be intensity-stacking conditions as well. This lets us remove the limitations on any damage-dealing conditions so that you can always deal the damage you are trying to deliver no matter who’s attacking the target.

    Since both of these conditions will stack intensity, their damage formulas will be adjusted to account for this. You can expect the damage per stack of these conditions to be lowered quite a bit, but we’ll keep the relative proportions consistent. For example, burning will still deliver the highest damage per tick. I’ll go into the formulas a little bit more below.

    Poison will only stack its damaging portion on a foe. Once a stack of poison is applied, it will also apply the healing effect associated with it. Any further stacks of poison placed on that foe will only stack the damage portion of the condition.

    A Worthy Split

    We didn’t want to leave out the last damaging condition, confusion. Confusion is quite fickle. Currently, whenever a foe afflicted with confusion attacks, they take damage. In some combat situations, this is far too effective, such as against a very rapidly attacking character. In other cases, it performs very poorly, such as on a slowly attacking boss.

    To make this damaging condition more reliable, we’ve changed what it does, splitting it into two effects. It will retain the damage on attack, but at a lesser amount than its previous version. That damage has been added back in the form of a damage-over-time effect.

    When confusion is placed on an enemy, it will not just slowly drain their life over time but also damage them when they attack. This allows for a more consistent result, as some foes attack quickly but others only once every few seconds, wasting potential damage. We believe we’ve found a happy middle ground where confusion retains its original design intent but will be useful in more areas of the game.

    Adjusting the Scaling

    As mentioned above, we’re changing damage formulas a bit for the damaging conditions. Since you’ll be able to reliably deliver your condition damage with the upcoming changes, it felt necessary to look at the damage formulas themselves and how conditions scale.

    Essentially, conditions are too effective right now without investing points into the condition-damage stat. We will significantly lower the base damage on damaging conditions while increasing how much they scale with the condition-damage stat. This means at lower levels of condition damage you can expect to do less damage than you currently do, while at higher values you’ll do even more damage than you are currently able to. The formulas are still being adjusted, but to give you an idea, the break-even point before you start doing more damage is around 700 condition damage.

    Vulnerable Foes

    The vulnerability condition increases damage done to the foe by 1% per stack, up to 25 stacks. I think condition-damage dealers feel a little left out by this condition, don’t you? Well, now vulnerability will increase both direct damage and condition damage taken by an afflicted foe.

    As previously stated, we are only drastically increasing the stack cap for damaging conditions. The nondamaging conditions, such as vulnerability, will remain as they are since there is much tighter balance around their effects. As fun as 700 stacks of vulnerability would be, it might break a few things.

    Movement

    Let’s take a second and look at movement skills, which are skills that move your character between positions or toward your target, such as Savage Leap or Leap of Faith. Right now, these are affected by movement-speed decreases or increases. These skills are less effective when you’re crippled or chilled, making it so the skill does not perform as expected, preventing you from reaching the intended distance. On the other hand, using a movement skill with Super Speed will propel you much farther than we want.

    In order to make these skills more reliable in combat and prevent unintended behavior, we’ve normalized them so that movement-speed increases or decreases do not impact the distance traveled by your character.
    That was a lot to go over, but we hope these changes will help improve our combat systems and provide a better experience for all of you. This will all be coming soon alongside all of the core specialization and training updates, which we’ve been sharing via livestreams and in earlier blog posts by Jon Peters. See you all on the battlefield!

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  12. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    Game Director Colin Johanson will be at E3 on June 16 to take part in PC Gamer’s PC Gaming Show. In this presentation, Colin will reveal how Guild Wars 2: Heart of Thorns™ will create new ways for you and your guild to play, battle, socialize, and progress together through the guild hall system.

    AuroraPeachy, BogOtter, MMOInks, and DocGotGame will be hosting the show from 6:30 to 8:00 p.m. Pacific Time (UTC-7) on the official Guild Wars 2 Twitch channel!

    Throughout E3 week, we’ll give you an even deeper look at guild halls and their features, leading up to a special livestream on Friday, June 19, where you can see guild halls in the game for the first time.

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  13. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    Hi, I’m Byron Miller, and I’m here to showcase Adventures, a brand-new style of content coming in Guild Wars 2: Heart of Thorns™. Adventures are small, fast-paced, single-adventurer events that challenge you to master a wide variety of skills in a race against the clock. What’s more, adventures are custom-built with leaderboards that allow you to compete against your friends and guildmates for bragging rights.

    Where We Were

    In the early, conceptual phases of Adventures design, we examined some of our more static content types—things like skill challenges, jumping puzzles, and renown regions—in an effort to determine where they were successful and where we thought they could be improved. We felt that these types of content lacked replay value, had limited ties to the game world and its story, and didn’t do enough to encourage social interaction. Our open-world event structure didn’t make it clear which activities were available to participate in when events weren’t running, which frequently left our world in a state where there were either active events to do or seemingly nothing to do.

    Adventures are our answer to these problems. Each Adventure showcases a seemingly simple path to victory that requires strategy, practice, and mastery in order to excel and ultimately achieve success.

    Where We Want to Be

    Adventures are an avenue for you to hone a variety of different skills. Participation in Adventures utilizes our Mastery systems, alongside player skills and transformations, to provide diverse experiences and challenges. A great example of this is our Shooting Gallery Adventure in Verdant Brink.
    A Pact ship carrying many human nobles has crashed in the Maguuma Jungle. Survivors, frightened by the thought of being stranded in the jungle, have made makeshift target dummies out of their spare clothes and are practicing their accuracy using discarded Pact rifles. Grab a gun, and show these nobles a thing or two about marksmanship!

    The premise of this Adventure is simple—you have a short amount of time to shoot as many targets as you can before the nobles’ shoddy craftsmanship begins to show and the target dummies degrade. You’re given a rifle with a few shots left, and you can collect additional ammunition that’s strewn about the area. Additionally, the nobles will give you ammunition as a reward for accuracy and prowess.

    However, the area isn’t exactly easy to navigate, and there are target dummies all over the place. Not only will you have to recognize the pattern in which they appear, but as your score increases, more and more dummies activate, forcing you to make split-second decisions about which targets to shoot and which targets to leave behind.

    Knowing where and when to pick up ammo, where the speed-boosting mushrooms are located, where your next target is likely to be, and even when you can take several shots in a row without having to move will all help you earn a gold rating in this Adventure. We’ve designed every Adventure around learning the skills necessary to perfect them, building replay into the core of the activity.

    Core Design

    There are certain design concepts that are critical to the Adventure experience. Most importantly, when you’re participating in an Adventure, you should be the master of your own destiny. This means that no other player should have a direct impact on your success or failure. Any Adventure that involves combat with monsters has been instanced, and where there are Adventures in the open world, we’ve ensured that you will never have to compete with other players for resources or objectives.

    Additionally, we’ve been keen on reducing unpredictable randomness in our Adventures. Where something may seem random at first, we encourage you to pay closer attention to the underlying patterns and systems with which you are engaging.

    Finally, we believe that rapid iteration, including the ability to quit and restart quickly, is another key aspect of the Adventure experience. If, for whatever reason, you want to restart an Adventure early, you can close out your Adventure and hit the restart button to be teleported back to the beginning of the Adventure. We understand that if you’re trying to earn a place on the leaderboard where execution is key and every second counts, the downtime between attempts should be as short as possible.

    As you progress through outposts and event content in the world, more Adventures will open up. This means that when you or other players clean up events in an area, there will still be readily available, on-demand content to experience, regardless of the current state of the open world.

    Leaderboards

    Because Adventures are about mastering the game, it was natural to allow you to showcase your skill through a competitive system. Each and every Adventure in the world has its own leaderboard, allowing you to compare your performance with those of your friends and your guildmates and encouraging social interaction.

    In addition to bragging rights, leaderboards will also provide you with sweet rewards. Each leaderboard can yield a daily participation reward, but the meat of the loot is at the top. Each board has three tiers—think gold, silver, and bronze—that require a certain minimum score or maximum time to enter. Upon entry in those prestigious tiers, you’ll be rewarded for your efforts.

    Happy adventuring!

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  14. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    Welcome, Tyrians! I’m Roy Cronacher, and today I’m here to bring you information about the last core legend and weapon set for the new revenant profession. In the previous blog, I discussed the staff and the Ventari legend. If you missed it, you can check it out here.

    We’ve been discussing this legend and weapon set since we first mentioned the revenant profession and how it called upon legends of the past. Currently we offer a defensive set, a condition set, and a support set as legend options. Now, I think there might be one missing. Oh, right, a physical-damage-focused legend! How about a dark and sinister one? Let’s add lots of slashing and mobility into the mix. Let’s also make sure it’s a name worth remembering. I’m happy to announce the infamous assassin Shiro Tagachi as the next revenant legend!

    Since you never see Shiro without his iconic blades, we just couldn’t leave them out. Revenants will gain access to dual-wielded swords to match the Shiro playstyle and complete the full image.

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