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The original was posted on /r/guildwars2 by /u/ScoobySharky on 2025-06-23 06:23:10+00:00.

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The original was posted on /r/guildwars2 by /u/Qubiquity on 2025-06-23 00:04:51+00:00.


Dry Top, at:

[&BIkHAAA=]

Fly north to Azarr's farm at the west end of Uplands Oasis, and enjoy!

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The original was posted on /r/guildwars2 by /u/genericnekomusum on 2025-06-22 23:22:26+00:00.

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The original was posted on /r/guildwars2 by /u/shinitakunai on 2025-06-22 21:42:28+00:00.


Every year I find myself helping new people that struggle at this adventure. Usually the struggle is at making the right route, because there are way too many ways to do this, so I recorded the optimal route that I use for 29 piñatas. For gold you only need 19, which means you can skip the last 2 buildings of the video.

I just hope this helps someone!

https://youtu.be/6FmWQTICM7k

Note for hardcore jumpers: This recording is not optimized, my best time is 7 seconds less. This is just an atempt to help people to find out the correct route, or show them some tricks that help, like using skill 2 while in the mid-air of skill 3, or where to drop down, or that you can press 1 while in mid-air of skill 3 so it hits a piñata in the air before landing, or that skill 2 can capture 2 piñatas at same time, like right at start of video.

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The original was posted on /r/guildwars2 by /u/Cloud_Station on 2025-06-22 21:17:43+00:00.

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The original was posted on /r/guildwars2 by /u/Lord_Xarael on 2025-06-22 17:58:31+00:00.


Pretty much every other game I've seen goes down the "annoying kid" route when having child NPCs but Guild Wars 2 is different:

From Charr Cubs (my fave. They are the cutest little fluffballs. Especially the little pack/warband-in-training on the plains that are training while telling spooky stories to scare one another) to even the Asura progeny (who still have that nerdy intentional semi-annoyingness are still cute) they are all so freaking adorable!

That is all!

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The original was posted on /r/guildwars2 by /u/DoomRevenant on 2025-06-22 14:59:27+00:00.

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The original was posted on /r/guildwars2 by /u/Elentarien on 2025-06-22 07:51:45+00:00.


Ok, this is dumb, but for some reason I sort of struggle with stuff like this. I would not call myself a 'strong' player at all.

Anyway, is there any efficient way of gathering zaitaffy for this event? I need like 30 jorbreakers for the prizes I want. Thats like. . .30,000 taffies?!!!! Is that even possible??

I'm trying to do all the dailies, get all the events. I can't seem to do the racing, though - as my connection is slow (I thought it wouldn't matter since I'm not controlling the bird, but apparently it does since any one I pick slows right down. Hopefully our new connection next week will help, but I'm not holding my breath) and betting just eats through my taffy with no results anyway. Pfft. I also struggle with the adventure. My score so far is. . .8. Even using the two 'fast' skills, I either over shoot, or undershoot and waste time. Grr. Heh. Anyway.

I do all the pinatas, the arena, the stampede and clear all the daily achievements (EXCEPT the eating of the taffy - I'm trying to make it, not use it!) I'm barely making enough to get one jorbreaker a day in the time I have to play. I will probably be able to get ONE of the things I want, but at this rate, certainly not all three. -.- (I want the two dogs and the cat, in case you're curious. . .I don't really care about the weapons and skins. I just want the animals. lol I'll for sure get the Yellow lab. . .as it looks very much like my own dog. I like the idea of my dog following me around in game too. She's not a lab, but its as close as I can get with breed-themed dog stuff. --She's a Chesapeake Bay Retriever/Reservation Mutt cross, if you're curious. Very similar to labs, but not quite.)

I DID win 2 jorbreakers during the arena, but that seems to be a really low rate of drop and not something I can 'count' on. Is there any way to improve my collecting? Or is it pretty much a set rate?

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The original was posted on /r/guildwars2 by /u/Qrko on 2025-06-22 12:00:44+00:00.

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The original was posted on /r/guildwars2 by /u/Nani___________ on 2025-06-22 10:34:09+00:00.


This is not meant to be a criticism of the story, plenty of those are on the sub already, I am just curious if I have missed something or it's actually just not explained.

In the finale we learn that Mabon 200 years ago followed a Titan into the city, spared it and then sealed it hoping it will use the gate to go back to the realm of Torment or wherever else. After his death, the seal is broken and 3 white mantle make it to the outskirt of the city where they are lured into the city by either the Titan or a "Demonic entity" to open the gate, after that they are forged into the 3 titans we fought earlier in the expansion.

So here is what I'm confused about:

1- The Mursaat have been trying to open that gate for who knows how long but failed in doing so, so by the time of the invasion it should still be closed, so how did Mabon expect the Titan to take the gate back as it should not be open.

2- The question of who lured the 3 white mantle inside aside, how did they even get inside considering it was sealed by something strong enough that even Isgarren couldn't break that seal ? (you could assume the seal was placed after they got in I guess)

3- once they were inside, how did they open the gate? if the Mursaat could not do it, how did 3 random white mantle do it?

4- It is stated that they were forged into Titans, so who forged them? and doesn't it take multiple souls to forge one Titan? also if they were indeed the 3 Titans we fought and killed, then how are they still there in the realm of Torment? shouldn't their souls be now attached in the Titan bodies they turned into ?

5- In the story journal it says they were not the ones forged but rather they became the forge masters after getting possessed by something, so which is it? did they become Titans or were they the ones who made the Titans out of some random people's souls ?

6- If the gate leads to the realm of torment, then why did the Mursaat try to open in the first place, it seems like the last place they would want to go to to escape a Titan invasion? (maybe you could assume they did not know where it leads to or that it can lead to different destinations)

I feel none of those of things are explained, which is fine granted the next expac is talks further about it, but some things just sounds contradictory in the story.

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The original was posted on /r/guildwars2 by /u/AJGonzalez115 on 2025-06-22 04:34:27+00:00.

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The original was posted on /r/guildwars2 by /u/genericnekomusum on 2025-06-22 00:16:46+00:00.

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The original was posted on /r/guildwars2 by /u/Talmead on 2025-06-21 23:03:36+00:00.

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The original was posted on /r/guildwars2 by /u/kythQ on 2025-06-21 17:22:17+00:00.


TLDR below.

I completely understand that ArenaNet does not want to spend the resources on GW2 right now to completely rework the LFG system. However, what I don't understand is why they don't even reorganize the categories of the current system. There are so many fixes to the existing LFG that take at most a couple dev hours (if even that) and would already improve players experience by a lot.

Firstly, from what I can see, there are many categories in the LFG that see no use whatsoever, to the extent that they might literally never lead to a group being created. An incomplete list of examples:

  • Mentoring / Adventurer's Guild.
  • Living World Season 1 and 2. (RIBA groups are usually put up in the Central Tyria - Squads category and not here, Tower of Nightmares and Battle for LA are unfortunately dead)
  • Central Tyria / Living World. What even is this category and why is it here and not under "Story Journal"?
  • The whole Story Journal category alltogether.
  • PvP, WvV categories. (I don't play these gamemodes, but I have never seen anyone use the LFG here.)

Why are they even (still) in the game?

Secondly, there are many categories that could be merged together so that the LFG is clearer and more understandable. For example, the Central Tyria category should just be renamed "General" or something, as it is mostly used for RIBA and Festivals. The Story Journal, Guild Recruitment and Festival categories can then be incoprorated into it.

The general problem with the LFG is that with the exception of some (sub-)categories, most see little use and are usually empty. This falsely leads new players to believe the game isn't populated and it also makes it harder for players to get together. If you create a group in a category that sees little use (such as Battle for Lion's Archor or Honor of the Waves) they won't get filled because people aren't clicking on these categories.

Thirdly, there are many players (me included) who are open to helping anyone doing virtually any activity in the game. I would love to help any new player clear any core dungeon for example. However, to do that, I would have to open the Dungeon category and then repeatedly cycle through all Dungeon categories until I find an open party. This is annoying.

What they should do to fix that is allow us to select not only the subcategories but also the overarching categories (e.g. selecting "Dungeons" instead of "Ascalonian Catacombs") and see all the open groups for all subcategories. If they combine this with making the categories themselves more concise it would make it a lot easier to find groups to join and parties would fill much quicker for content that isn't very actively played.

TLDR: ArenaNet doesn't need to revamp the whole LFG system. They could already improve things a lot by just reorganizing the existing categories in the LFG to match actual player behavior. Things would improve even more if we would be able to select supercateogires to see all group listing of the subcategories. Doing this should take a dev less than a day and there is no reason whatsoever why this isn't done.

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The original was posted on /r/guildwars2 by /u/EvidenceSea9393 on 2025-06-21 14:00:23+00:00.

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The original was posted on /r/guildwars2 by /u/OliverOfMars on 2025-06-21 15:26:24+00:00.

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The original was posted on /r/guildwars2 by /u/MaltedBastard on 2025-06-21 17:30:19+00:00.

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The original was posted on /r/guildwars2 by /u/nekrtemplar on 2025-06-21 15:14:36+00:00.

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The original was posted on /r/guildwars2 by /u/ariintheflesh on 2025-06-21 09:27:57+00:00.

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The original was posted on /r/guildwars2 by /u/cale199 on 2025-06-21 09:19:15+00:00.


Seriously? 3 individual fights that were over in 20 seconds each? That can't be real what??

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The original was posted on /r/guildwars2 by /u/Haruhama on 2025-06-21 00:36:50+00:00.


It's funny how I almost gave up playing this game because people said I would never play it decently with action camera enabled. It's been 6 months and I haven't turned it off yet.

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The original was posted on /r/guildwars2 by /u/No-Sample-665 on 2025-06-20 18:51:22+00:00.


TLDR: The Ura Legendary Challenge Mode is overtuned and buggy, and has very low engagement. Addressing its HP and fixing the bugs would promote the long term engagement of the GW2 endgame community


Hi gamers! I wanted to bring up and highlight some of the issues with Ura LCM and why I think some tweaks would do wonders for the end-game raid/strike scene.

Background

I might be in the minority here, but I believe that Ura LCM is a really engaging encounter. It requires tight team coordination, everyone has responsibilities, and one wrong mistake can make things spiral out of control. However, I believe that the insanely high DPS check and the bugs of the encounter are preventing it from being played by most of the hardcore end-game community.

The patch of June 3rd has introduced bugs to Ura CM and LCM that have essentially halted progression for most of the (few) statics that are currently progging LCM. There is a wonderfully detailed post on the forums about these bugs, but the biggest one is that the Titanspawn Champs spawn 1.5x as fast. My own prog group is in the camp of significantly reducing our playtime until the bugs are addressed.

Bugs aside though, the encounter is quite simply just too high of a DPS check for most players, even the hardcore ones. Each of the kill runs (of which there are three teams between NA and EU) had the cream of the crop of GW2 players using stacking sigils to build up 25 stacks of damage modifiers by killing trash mobs within Mount Balrior before each pull. That just isn't fun for anyone, and becomes very tedious for progression.

I'd like to address Ura LCM by comparing it against Cerus LCM and Harvest Temple CM.

The Other Big Two Encounters

I'm of the opinion that Cerus LCM (and EoS), along with HTCM are some of the most fun, rewarding, and engaging encounters for the end-game community within Guild Wars 2. Both of these require a progression static (having commander VC callouts are essential, especially while learning) and on average take groups 40-50 hours from no exp to kill.

These two encounters are beneficial to the end-game community. They give players a natural progression goal, usually after completing all other CM content in the game, where they may have otherwise left to pursue other games. Many players have spent time perfecting strategies, publishing guides and PoVs, and building a whole community around the encounters. Anecdotally I've made lots of friends through progression on these two fights. If you've cleared either of them, you probably have too.

Both of these encounters also allow for great re-playability. There are several roles to learn, so after completing an encounter on one role (like DPS) you can reprog it from the beginning on another role like healkite. There is an amazing community dedicated to this content in the Void Lounge discord server, which frequently host kill runs and seasonal progathons by the many commanders that are experienced in teaching these encounters.

In my humble opinion, Ura LCM should be tuned more in line with Cerus LCM and HTCM to engage the endgame community. As of now, it is so overtuned that most of the people that have earned the Voidwalker or LCOC titles won't even attempt Ura LCM. If you look in the static recruitment channels within Void Lounge, you'll find many statics forming for Cerus and HT, but none for Ura LCM. I've heard several people say they'll wait for powercreep to make it doable, but who knows if that is months or years away. Which brings me to some data points:

The Data

To get a small picture of Ura LCM activity, we can look at completion rate (via GW2Efficiency) and attempt rate (Void Lounge Discord activity)

According to GW2Efficiency, there are 2477 accounts that have completed Cerus LCM and 6104 accounts that have completed Harvest Temple CM. In contrast, there are only 29 accounts that have completed Ura LCM! Granted it's only been several months since Ura LCM (and several weeks of a severely detrimental bug) compared to a year and half since Cerus LCM and three years for HTCM. However, we can look at Void Lounge for some historical engagement numbers too.

In Void Lounge, there have been a total of 6 prog runs in the Ura LM NA channel. Two were off server looking for fills, and four were in-server runs recruiting from scratch. None of the in-server runs had enough interest to actually run (although ty for the effort Cheese!).

By contrast, there were a total of 218 prog runs during the first three months of the Cerus LCM launch in the NA LFG channel. There were many times during this period where a single Void Lounge voice channel would have 40+ people coming together to spectate a stream and cheer on a group, watching them wipe over and over to the last 10% of Cerus. IMO this was the "golden age" of the hardcore scene, and I've love to see something like that return for Ura LCM.

I didn't count the HTCM posts since VL wasn't used during the first three months after HTCM, but there have been a steady number of HTCM progression runs throuhgout the existence of VL.

Conclusion

Arenanet should first prioritize fixing the bugs in Ura LCM to at least get it back to where it was before June 3rd. In addition, they should address the HP of Ura LCM to make it more accessible to a broader part of the end-game CM community. I don't think it should be a severe nerf -- most people that want to play this content are doing so for the challenge and fulfillment of getting the kill, and it should still be a very prestigious title. However it should be tuned to the level where statics can form up and spend upwards of 50 hours progressing to eventually get the kill without needing stacking sigils. As of now most people won't even engage in the content, which isn't a good thing for the GW2 end-game scene. I think the potential is there, Anet just needs to tweak this encounter to popularize it and reinvigorate the endgame scene.

Thanks for reading!

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The original was posted on /r/guildwars2 by /u/Mr_Throwaway333666 on 2025-06-20 15:56:04+00:00.


I'm currently in need of some Gold, mainly to craft myself ascended weapons, and I'm kinda at a loss for what to do to consistently make money. All the top methods I see online are unviable for me for one reason or another, either I don't have the correct DLC (Drizzlewood, Strike missions), I don't have people to play with (Daily Fractals, dungeons) or I'm just not endgame enough yet (Raids). I also understand that some of these are daily and not something I can just repeat until I have the Gold I need. So I ask, is there any way to make Gold that I can access as a solo player with exotic gear and only the first two expansions? Ideally some that also aren't just daily checklists.

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The original was posted on /r/guildwars2 by /u/SpinalPrizon on 2025-06-20 08:47:47+00:00.

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The original was posted on /r/guildwars2 by /u/001-ACE on 2025-06-20 07:21:48+00:00.


I'm about to start playing gw2 for the first time, I'd like to know if healers and tanks are a must have for some pve content like dungeons and raids in wow?

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