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The original was posted on /r/guildwars2 by /u/ScoopsAMagoops on 2024-04-10 04:14:22.


(There was also a commander tag)

It was generally me and one other person that were collecting coins, and asking others to assist, but it was not enough to progress (we were barely under the amount). How is it possible that people are leeching on an event so badly now that no one can help to collect coins?

I do feel like Anet should grant the functionality of those collecting coins to have a slight higher chance at the rewards, if they haven't incorporated a system like that yet. It would at least encourage people to do something at least.

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The original was posted on /r/guildwars2 by /u/hackermaw on 2024-04-09 22:55:03.


Just the title. Tired of some random squad merging in and chat-bombing then mostly leaving my squad after disbanding my lfg.

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The original was posted on /r/guildwars2 by /u/Sea-Flamingo-2083 on 2024-04-09 21:14:36.

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The original was posted on /r/guildwars2 by /u/Mook_Chivalry on 2024-04-09 20:22:07.


This event is a great opportunity to get a bunch of extra rewards from doing some of the already-most-profitable metas in the game. If you do the meta in Auric Basin, Tangled Depths and Dragons Stand, you'll already have 6 of the 8 achievements required for the meta-achievement (3 from the ''compelete meta'' and 3 from ''Complete 10 events in X map''.) You will probably also have completed the ''defeat 50 chak'' and ''defeat 50 mordrem'' quests, as long as you've been decently active.

If you're thinking ''Great. How do I find the time for those metas?'' Simply look at this website: under the Heart of Thorns section. You're looking for Challenges/Octovine, Prep/ChakGerent and Start Advancing The Blighting Towers. The events start at the time the red line reaches the event from the left. be there for challenges in the Octovine one, and be there at least 10 minutes before the prep of Chak Gerent, as that map fills up and finishes super quickly.

To make sure you're on a map that will complete the instance, simply press Y to open your social menu, find ''looking for group'' and then ''heart of thorns'' and the map you're in. Groups in Auric Basin will often say ''Octovine'' and those in Tangled Depths will say ''Rata'' ''Nuloch'' ''scar'' or ''ogre'' depending on the commanders lane. Simply join any of them and rightclick the commander to ''Join in *mapname*. In Dragons Stand, I believe they often simply say ''meta''.

Have a great time looting, uh, I mean... Protecting the jungle! Make Laranthir of The Wild proud!

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The original was posted on /r/guildwars2 by /u/FahrradJan on 2024-04-09 19:27:04.


Hello, so basically I’m a new player and I’m at a point where I already got comfortable with running around on the raptor mount. The free time is almost over and I’m wondering if I should buy the Expansion on my first ever playthru just for the mount?

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The original was posted on /r/guildwars2 by /u/cubezzzX on 2024-04-09 22:33:06.

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The original was posted on /r/guildwars2 by /u/Yujisa on 2024-04-09 16:44:07.


Hello Reddit and fellow Guild Wars 2 players,

Snow Crows and roll are happy to present you the new Arah P4 Restricted Record:

| Name | Description | Link | |


|


|


| | Yui | Mesmer PoV | Link | | Moe | Thief 1 PoV | Link | | VPO | Engineer PoV | Link | | Evo | Warrior PoV | Link | | Muju | Thief 2 | No PoV |

Why this comp?

We quickly settled on running two thieves and a mesmer due to the nature of Arah P4. The routes between bosses are long and portals are required, both of these are provided by mesmer and thief. These classes also have the access to stealth, cc and reflects that are required for the dungeon.

In addition to this, the Mesmer provided Quickness for the party. The Warrior utilized Bladesworn for instantly killing trash mobs and allowing us to finish the Grenth event extremely fast. The Engineer had multiple roles such as: providing alacrity between bosses, and on Lupicus, super speeding the NPCs at the start. The Engineer was also responsible for giving superspeed to the thieves for the underwater section and providing quick vulnerability.

More detailed gameplay and unique roles of the classes are visible in the linked videos! Feel free to comment and ask any questions!

Regards,

[SC] & [roll]

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The original was posted on /r/guildwars2 by /u/Human_Nr19980203 on 2024-04-09 16:08:14.


Hello, this is my daily routine on making gold:

  1. I get chest at Bjora Marches (3) i also use [Prototype Position Rewinder] here.

  2. I farm (3) chests at Sanctum of Nabkha

  3. Open two chest at Jade Gate Waypoint, also use here [Prototype Position Rewinder].

  4. Few characters, depends on what other alts are doing - farm Flax at Jaka Itzel Waypoint. I use [Reaper's Harvesting Sickle] here to save time. I usually use 2-3 characters here. Sometimes I switch to Destiny Gorge (PoF) to farm rich quartz node.

  5. I open chest at the end of JP in Old Kaening

  6. Then I get one "free" [Provisioner Token] for shard. You can get "infinite" shard from Balthazar shore, 2100karma/piece.

  7. My last one is parked at [Matriarch's Perch] to farm Night Bosses event and kill the matriarch.

What is your routine?

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The original was posted on /r/guildwars2 by /u/Leomonaz on 2024-04-09 12:40:55.


Hiya, everyone!

Leo here <3

I have 2 Hero Point Trains for you this week, one of them being a combination of a hero point train and a mastery point train!

___

PoF HP + MP Train, TODAY, 09-04, 15:00 CEST / 13:00 Server Time

HoT HP Train, tomorrow, 10-04, 18:00 CEST / 16:00 Server Time

___

These are the maps and the order for the 2 trains:

Path of Fire:

  • Crystal Oasis (Start)
  • Desert Highlands
  • Elon Riverlands
  • The Desolation
  • Domain of Vabbi (End)

Heart of Thorns:

  • Verdant Brink (Start)
  • Auric Basin
  • Tangled Depths (End)

___

Information:

  • The Train takes place on the EU Server
  • The PoF HP+MP Train begins in Crystal Oasis and ends in Domain of Vabbi
  • The HoT HP Train begins in Verdant Brink and ends in Tangled Depths
  • You will gain 290 Hero Points and 52 PoF Mastery Points from the PoF HP+MP Train.
  • You will gain 320-330 Hero Points from the HoT HP train, which is plenty of Hero Points for 1 Elite Spec
  • The Trains will be very slow and beginner friendly, I will wait for people who miss stuff, I will use portals to help people who get stuck/lost
  • All you need is Basic Glider
  • No Mounts needed (Raptor for the PoF run)
  • No Waypoints needed in the maps (Except the starter Waypoint in Verdant Brink and Crystal Oasis)

___

This is what you need / need to do to join the 2 trains:

  • Own the Expansions Heart of Thorns & Path of Fire
  • Unlock the first Waypoint in Verdant Brink (Shipwreck Peak Waypoint) and the Amnoon Waypoint in Crystal Oasis.

(The Waypoints can be unlocked through the first story instance in the HoT/PoF expansion, or by using teleport to friend)

___

Joining the Event

  • Send me a whisper around time of start: Leomonaz.8765
  • Type this command in the in game chat around start: /sqjoin Leomonaz.8765
  • Around start of the train, look for this: "HP Train by [kind] Leo ..." in LFG in the map 'Crystal Oasis' for the PoF run or in the map 'Verdant Brink' for the HoT run.

___

This is an official event hosted by [kind] The Benevolent Turn

More events on discord.gg/TheBenevolentTurn

I am looking forward to seeing some of you in the train today and tomorrow!!

  • Leo <3
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The original was posted on /r/guildwars2 by /u/IceLapplander on 2024-04-08 22:33:18.


Like the title says, i am a hard of hearing person meaning i do not hear well enough to use teamspeak/discord/other talk over mic type communications and have to use written text coms only.

What will that affect for me ingame in Guildwars 2?

In my previous MMO games it has usually prevented me from taking part in any group activities/raids and the like.

Also as a new player that may have to play predominantly solo and can't really use youtube and such for guides unless the videos have subtitles, what race/class combo would you guys suggest for me?

Are there any "disabled friendly" guilds in GW2?

Thanks for any and all tips and suggestions.

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The original was posted on /r/guildwars2 by /u/Lira-Silverwing on 2024-04-08 21:34:12.

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Leper King Malik (i.redd.it)
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The original was posted on /r/guildwars2 by /u/Usual-Ad1676 on 2024-04-08 09:23:58.

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The original was posted on /r/guildwars2 by /u/Usual-Ad1676 on 2024-04-08 07:23:54.

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The original was posted on /r/guildwars2 by /u/Usual-Ad1676 on 2024-04-08 07:01:51.

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The original was posted on /r/guildwars2 by /u/Special_Moose_2632 on 2024-04-08 06:28:27.


I make this post because I love this game and want to see it do well. I know the last SotO patch is yet to come, I just hope that some things will change before they release the final version and then it is forgotten about when the next expansion comes out.

TLDR;

Problem#1: The PRE-EVENT! Kryptis are not dense enough and way too spread out.

Problem#2: There are not enough long-term rewards, especially with essence of triumph, for all players including those that already have legendary armor from other game modes.

(PS: Problem #1 does not apply to rifts in Nayos because they are mechanically different. Creatures try to escape out the rift so you can stand near it and smash them before they escape, only having to wait 2 minutes for the pre-event)

#3 Sidenote that I won’t go into more detail about: Convergences have a timer, but no leaderboards? Give us a leaderboard for PRIVATE convergences. I want to see who can push the fastest convergence with a 20-25 man squad. The leaderboard would be ranked by squad size, final convergence boss (sorrow, dk, etc), and time of course. This would make Unstable Kryptis Motivations more valuable because more people would open private convergences, which in turn would make hunting t2 and t3 rifts with motivations more appealing, which then makes those motivations more valuable and that makes my essence more valuable. It is a win-win for everyone.

I will share a few photos, then I will go into more detail below for those who wish to read more details.

I finished my last set of obsidian armor today and wanted to share my opinions on rift hunting. Yes, I farmed 54,000 essence of DESPAIR, 21,600 essence of greed, and 10,800 essence of triumph. These are my thoughts based on the countless hours of doing these repetitive events over and over. Rift hunting could be a true endgame experience for some players and could even be carried over into new expansions and maps. Overall, it is a fun thing to do, but it has some MAJOR annoyances that make it UN-FUN.

I come from a game called Tibia that I played for over 15 years. There is no level cap and the only thing to do in the game is to hunt monsters in the same circle for hours to gain experience for your next level up. The only reason a game like that was able to hold my attention for so long is because the grind was FUN. Gathering up the monsters and cleaving them down with the awesome skills is fun and satisfying to do. Watching the loot pile up, knowing that there is always going to be a new piece of gear to spend it on, was enjoyable.

Rift hunting could give this same enjoyment; however the pre-events are just AWEFUL. Firstly, from a fantasy perspective, why is it that when I open this rift, monsters are spawning 5000 or more units away from the rift I just opened? Uhm, how did they get there? Didn’t they just come…out of the rift? As you can see in some of my images, these Kryptis spawn in groups of ONE, very spread apart. A lot of the time they are so far apart that even a Necromancers spectral grasp (1200 range AEO pull) cannot gather them up. They are also so far apart or even spawn on DIFFERENT LEVELS, that I must mount up in between killing each SINGLE monster to get to the next one.

Killing one monster at a time, especially when they are the size of a cave spider, is more of a thing that a BOT likes to do. That is not satisfying at all. You know what IS fun though? Using one of the amazing PULL skills to group up a fat stack of mobs, and then shredding them apart with all the sweet AOE skills that this game has. It is so satisfying and fun to do and rifting does not give us that satisfaction on a regular occasion. I will say, some rift locations are good because the area they are in is small enough that mobs can be easily grouped, but most locations suck.

I think that the pre-event was designed to give time for other players to find the rift in time for the boss to spawn, which is great. However, it does not have to be this annoying to do the pre-event.

My suggestions are as follows:

  1. When the rift is opened, the Kryptis POUR out of the rift, rather than just spawning in random locations far from the rift.
  2. When the Kryptis initially come from the rift they would either be invulnerable for a duration as they spread out or come fully stacked with every boon in the game for 5-7 seconds. This would ensure that they aren’t just one shot right out the rift.
  3. The density of the Kryptis could be multiplied by like 5 or MORE and it would be amazing!
  4. If you increase the density, increase the number of kills required to fill the bar to keep the pre-event time about the same.
  5. The Kryptis should need to stay close to their rift to maintain their strength, so give them a wandering radius of like 2000-3000 units or so, after they come out of the rift.
  6. Make them keep spawning FASTER, make it feel like an INVASION.

The bosses of the rifts are mostly fun and give the developers a lot of room for future content. They could easily reskin every monster in the game with a Kryptis look and add some easy but interesting mechanics to them and slap them on a rift. It would not take much work and would continue to add variety to rifts long into the future.

Now about rewards. Of course, the legendary Obsidian Armor is a main feature of this update and rifting in general. It is the only reason I did it. However, what about all the veteran players that already have full legendary accounts? There is literally no reason to ever do a rift apart from the wizard’s vault. I suppose they could farm t1 and t2 rifts to make motivations, but is that REALLY a fun way to grind gold? Doing these annoying pre-events and then having to convert all that essence into motivations? Not to mention, they still need the research notes. They would never want to do a t3 rift because the essence of triumph has zero use outside of legendary armor.

There are already reward systems in the game that could have just been “reskinned” for SotO maps and rift hunting that would give value to all types of essence long into the future for all players, not just those going for the legendary armor. Here are some suggestions:

  1. Give us a vendor that sells infusions with the +5 stat like the WvW or Fractal infusions, as well as .5% damage increase to Kryptis per infusion, purchasable for 1000 Essence of TRIUMPH each.
  2. Give us a vendor that sells loot boxes like you can buy with Tyrian Defense seals, or something like the daily commendation purchases in Drizzlewood coast that progress a reward track, except the currency you use to purchase the stuff is essence from rift hunting.
  3. Give us SOTO map enhancements like the LWS4 Karma and Exp bonuses that you can purchase with volatile magic and gold. I love the idea of upgrading your own map to make it more rewarding for yourself. Each tier would require the SOTO map currency as well as Essence of Triumph.
  4. Make the map achievements like “No Rest for the Kryptis” in Amnytas more rewarding. Killing 200 Kryptis in Amnytas only gives me 2 pinches of stardust and a blue chest? Such a lousy reward, I would rather not even see it pop up on my screen, it’s so disappointing. Each rift map should have its own REWARDING reward track. Why not 10 pinches of stardust for each 200 Kryptis kills and an Orange deluxe gear box? Even a lesser arcane chest that can be farmed multiple times per day can give you 10 stardust in a single open.
  5. More on the reward tracks as stated above; each rift map should have its own unique track. It would incentivize me to farm in a certain map vs another rather than just getting your weekly 5 rifts done and not returning to that map until it comes up in the rift rotation again. Examples for 200 Kryptis kills in each map:

a. Amnytas: 10 Stardust, Exotic gear box

b. Inner Nayos: 10 Calcified Gasp, exotic gear box

c. Skywatch Archipelago: 10 static charge, exotic gear box

d. Auric Basin: 2 Exalted Keys, exotic gear box.

e. BItterfrost Frontier: 10 Winterberries, exotic gear box

f. Bloodtide Coast: 1 Vial of powerful blood, 5 vials of thick blood, exotic gear box

g. Dry Top: 10 Geode, exotic gear box

h. etc

You get the idea. Each map would be rewarding enough and entice players to want to farm the NEW content (rifts) in OLD maps, and not just to get their 5 weeklies done. Also, making rifts events count towards map progress would be amazing. For example, rifting in dry top would make it easier to get dry top to t6! The map selection is large so it’s not like dry top is going to come up each week in the rotation and make it overpowered. Imagine having fun being in dry top again because it is getting to t6 often and encouraging players to be there. After the we...


Content cut off. Read original on https://old.reddit.com/r/Guildwars2/comments/1byoyck/rift_hunting_could_be_so_fun_but/

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The original was posted on /r/guildwars2 by /u/Subnru on 2024-04-08 06:21:37.

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The original was posted on /r/guildwars2 by /u/Epic_Dodo_ on 2024-04-08 04:05:41.

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The original was posted on /r/guildwars2 by /u/Ihavenousernamesadly on 2024-04-07 21:32:41.


Never knew this could happen :D

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The original was posted on /r/guildwars2 by /u/Qorrin on 2024-04-07 19:42:10.

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The original was posted on /r/guildwars2 by /u/Cloud_Station on 2024-04-07 18:04:23.


Something like:

  • Tanking has been reworked: Bosses will now fixate on the player that is wearing the most amount of skins as them out of the hatred for their fashion being copied.
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The original was posted on /r/guildwars2 by /u/WaterPlane122 on 2024-04-07 16:41:01.


This post is the first of a planned series to foster discussion about traits that, over the course of expansions and balance patches, have become obsolete, underperforming and/or for whatever reason is never utilized by the majority of players.

Chronomancer Specialization

Table of Chronomancer specialization traits - via Guild Wars 2 Wiki

The Dead Traits

Today we are going to focus on two traits in the top row of Chronomancer specialization.

The combination of these two traits provide 15% bonus critical chance against Slowed foes.

On paper, that would save you 315 attribute points, but if you really look into it, there are a couple problems with this combo preventing it from ever being picked.

The Problems

  1. Delayed Reactions has a 3 second interval. ===================================================================================================

Mesmer has a wide range of access to control effect, so it is reasonable to set a cooldown to prevent Mesmer from easily stacking up Slow over 10 seconds on their opponent in PvP/WvW.

However, the same treatment does not translate well into the PvE scene. The cooldown just limits Chronomancer's ability to stack Slow on their opponents way too much, resulting in inconsistent critical chance buff from Danger Time.

That makes the latter a less valuable pick, and in turn, making Delayed Reactions itself a lackluster because the Slow condition by itself is not that powerful and even less so when the opportunity cost is 10% damage increase on Shatter skills from Time Catches Up, which is now meta for both PvP and PvE damage dealer builds.

But what about other players? Surely they can stack the condition for you in instanced group contents?

Unfortunately, you simply cannot expect them to do it for you because Slow is one of the least accessible condition by all professions. Not in Raids or Strike Mission and even less so in Fractals.

  1. Danger Time's opportunity cost is just too much. ===================================================================================================

To fully capitalize on Delayed Reactions, players must take Danger Time. The problem with that is it has an opportunity cost of Improved Alacrity.

And Improved Alacrity is one of the most broken trait design ever made.

First of all, there's the 10% damage bonus while under Alacrity. This was added after the +5% critical chance change on Fury in PvE, which already somewhat trivialized the critical chance bonus from Danger Time. And the damage bonus is really the final nail in the coffin.

And then the trait's core functionality. It makes Alacrity recharge your skills faster. That alone is broken enough because whatever build or role you take—DPS, Boon Support, Healing—you get benefit out of it by being able to cast whatever skill more frequently.

That means whatever functionality the other traits of the same Major Master tier has to provide, they have to directly compete against Improved Alacrity.

That is problematic. When the functionality of different traits of the same tier overlaps each other, player will always choose the most effective one over the rest.

This is what happens for today's meta DPS builds. Danger Time is not worth taking because Improved Alacrity simply benchmarks higher in terms of both burst damage and damage over time.

The Solutions

Let's first lay out the ideal trait design paradigm:

Traits of the same tier (or, traits being each other's opportunity cost) should offer functionalities distinct from each other.

In other words, each trait should have their unique functionality and intended use case, and they should never compete to offer the same functionality under the same use case, or players will just pick the more effective one and render the other(s) useless.

This coincides with the developer's published Balance Philosophy, in which it is stated that:

Purity of Purpose

Purity of purpose is the idea that a skill (or trait, or weapon, etc.) should have a well-defined identity. In other words, skills should not do too many different things at once. Some common skill identities include damage, defense, support, control, and mobility.

And...

Minimizing Bad Choices

This is just another way of saying that we want as many build components as possible—weapons, slot skills, traits, etc.—to have situations that they are viable in. Some skills may be restricted to more niche applications, but we want to avoid cases where a skill simply has no relevant use case. This can sometimes be difficult when considering the needs of multiple game modes, but that leads to our next topic: skill splits.

Notice that Improved Alacrity is a direct violation of these two design principles. It is an all-rounder that enhances all actions with a cooldown, and it renders Danger Time a bad choice in terms of both burst damage (more PvP oriented) and damage over time (PvE).

The solution would not be be reworking Danger Time into something that could heal more or provide longer lasting boons, because Improved Alacrity could cover those as well. You can safely say that this trait blocks off any trait design of the same Major Master tier that enhances player character's performance overtime as long as such performance is dependent on skill recharge.

Instead, the solution will be either of the following:

  1. Completely rework Improved Alacrity into something not all all encompassing & make Danger Time more accessible =================================================================================================================

For Improved Alacrity, something more generic like enhanced healing effect and/or enhanced boon duration would be a good start. This would also go well with All's Well That Ends Well of the same bottom row and together make up a consistent theme.

For Danger Time, there are two possible approaches.

  • Remove cooldown on Delayed Reactions in PvE.This would largely improve Slow uptime on single target.

Time Sink alone would be able stack up Slow for 20 seconds with 3 clones. That's over 80% uptime coverage under Alacrity with Illusion specialization selected. Throw in a couple more CC in every ~24 s and you get permanent single target coverage.

Now, whether 20 seconds of Slow is too OP in PvE is another debate...

Accept the current state under which Slow is just not accessible enough and assign a new, more easily accomplished conditional for Danger Time, such as proc on movement impaired foes, although that would break Chronomancer's theme around "time".

Alternatively, making it work unconditionally on defiant foes is a good start, though the use cause would still be highly limit out side of boss fights.

-

Either way, you keep the +15% critical chance bonus, and make crit-capping on Chronomancer super easy.

Just get a full set of Assassin's weapons and armor with Berserker's trinkets and you get exactly 60% critical chance. Danger Time adds 15% and Fury adds 25%. You get exactly 100% critical chance without having to fuzz around tools like Gear Optimizer.

If the resulting benchmark is subpar, simply move the 10% increased critical damage from the Improved Alacirty before rework to Danger Time.

  1. Keep Improved Alacrity's current function...

Content cut off. Read original on https://old.reddit.com/r/Guildwars2/comments/1by62n5/balance_philosophy_dead_traits_that_you_never/

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The original was posted on /r/guildwars2 by /u/ZliDeArt on 2024-04-07 13:55:50.

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The original was posted on /r/guildwars2 by /u/kirix45 on 2024-04-07 13:43:31.

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The original was posted on /r/guildwars2 by /u/jaseph18 on 2024-04-07 05:52:42.


Honestly. I feel that these "mini expansions" in between are leaving one more confused than before. Maybe is just this Nayos way of storytelling that is not seating well with me. Suddenly there are good Kriptys? Did I miss something? And for every new story element you now have to do a lot of chores, I mean clear X number of events while a shitty character you don't care about, is doing something....

I have the same feeling I had with DRMs back in IBS, you making the players doing chores and filler stuff to make it look like you're clearing content, but no. This..... Is not the way.

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The original was posted on /r/guildwars2 by /u/DragonReid on 2024-04-07 03:20:10.

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