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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!