Date: Dec 29, 2012  |  Written by Laura Hardgrave  |  Posted Under: Buzz  |  DISQUS With Us: 1 comment

fractal

Fractals of the Mists offers organized groups a unique chance to gather their wits and challenge the most difficult levels of GW2′s current group content. If you’ve ever wanted to see an organized group in action during the level 50+ Fractals, today we have a set of videos just for you. Captured by The Brainz and Kunst, the following videos showcase Fractals from ranges level 51 through 55. The group stays the same throughout, and is comprised of one Guardian, three Elementalists, and one Thief. Some videos are quite long, while others focus on a particular boss fight.

To take a peek, hit “Continue Reading!”

Date: Nov 15, 2012  |  Written by Laura Hardgrave  |  Posted Under: News  |  DISQUS With Us: No comments yet

It’s been a good week for The Lost Shores information reveals! Yesterday we received another developer blog update from Leah Rivera, who showed off some details and a cool video about the new dungeon that’s built out of mini-dungeons being added Friday– Fractals of the Mist:

This dungeon is unlike anything you’ve played in Guild Wars 2. It’s built of an array of mini-dungeons, which we call fractals. These fractals are slices of the Mists, fragments of time that have been stabilized by the intrepid asura researcher Dessa. Some of these vignettes from history may be familiar to original Guild Wars players, while others will represent previously unseen events. Because of their eclectic origin, each fractal is built as a distinct, separate experience with themes, mechanics, and art specific to that fractal.

Leah Rivera goes on to explain the fractals system, which plops your party at a central hub every time a mini-dungeon, or fractal, has been cleared. After this point, the party has the opportunity to explore a different fractal, which is completely random and scales in difficulty as your party advances. This new dungeon will be open for players of all levels, since it will scale us to level 80, but it’s definitely meant to be a challenge, especially for lower level parties.

Keep reading to check out the video, which is quite impressive!

Date: Oct 15, 2012  |  Written by Laura Hardgrave  |  Posted Under: Article, Column  |  DISQUS With Us: No comments yet

We all have things we love about Guild Wars 2, places that make us cheer out and say “yes, this is my ultra-mega place!” We all have classes, abilities, and features we’re passionate about, either negatively or positively. This is a place to share all that. Once a week I’ll be raising a Guild Wars 2 question to the community– hopefully an interesting one– and we’ll share our opinions. I’ll start off with my opinion just to get the ball rolling, but these questions will not have any right or wrong answers, so feel free to argue with me to your heart’s content!

So, organized group content. Raiders sometimes receive a lot of flack because of how raid-centric and loot treadmill-like many MMORPGs have become. Want the shiniest gear? Better get your raid group together, clear three nights a week off your schedule, and get ready to stand in–er, avoid fires. Despite the negativity that some gamers feel towards raiding, however, there’s no denying the fact that a challenging raid or 5-man dungeon run with friends can be an extremely fun way to spend an evening. Challenging group content– when made well and completed with the right group– promotes teamwork, communication, leadership skills, and it makes us want to become better players.

Date: Sep 27, 2012  |  Written by Laura Hardgrave  |  Posted Under: Buzz  |  DISQUS With Us: No comments yet

During Tuesday’s update, we saw some pretty significant changes to the dungeon reward system, and how reward tokens are affected by diminishing returns (DR) as well as offered at the very end of a complete run. The changes were done to discourage players from exploiting certain dungeon bosses and environments in order to skip certain fights, and run through areas as quickly as possible, multiple times, to farm tokens. This may seem like a good intention in theory, since the system will undoubtedly see subsequent changes once ArenaNet’s team actually fixes the exploits.

Except for the fact that, well, the DR system– and the changes that occurred– seem… not quite right. Instead of seeing diminishing returns for super-fast dungeon completion runs (less than 30 mins) that are ran back-to-back, as intended, some players are seeing diminishing returns on the amount of tokens they receive the first time through. And the second time through, even though their run took far longer than 30 minutes. There are also players who are finding themselves kicked out of groups right before the final boss so their groupmates can quickly grab a friend who can then earn the completion rewards, leaving the original player who battled through the entire dungeon empty-handed.

Date: Sep 17, 2012  |  Written by Laura Hardgrave  |  Posted Under: Buzz  |  DISQUS With Us: No comments yet

Players are reporting mixed feelings about Guild Wars 2′s dungeons so far. Some think they’re too difficultly tuned and not quite worth the rewards, others think they are just fine, and merely need an organized group and a bit of smart tactics to successfully clear. Yesterday, Colin Johanson, GW2′s Game Director, had a few things to say about the inherent difficulty of many of GW2′s dungeons and how dungeon difficulty in general was approached during the game’s alpha stages as well as in comparison to Guild Wars 1. It’s an interesting read!

Here’s a snippet:

I’ll point out ironically, when we first turned on DoA back in Gw1 the posts you’re seeing in this forum from a few folks about difficulty were the exact same comments everyone had about DoA. It was “impossible, mobs were just tuned to do insane damage and have huge HP, there was no tactics to defeat DoA”, etc. I went back and read through the original DoA launch feedback and it was literally identical to the comments folks on the forums are leaving now.

We made the choice back then to stick with the difficulty, and give people time to learn how to play the dungeon better and overcome it. A few months later, people viewed it as the most fun thing in the game and totally reasonable without us changing anything.

Keep reading for the rest of the quote!

Date: Sep 7, 2012  |  Written by Laura Hardgrave  |  Posted Under: Buzz  |  DISQUS With Us: No comments yet

GameInformer published a brief, useful guide for Guild Wars 2 players that are new to the game’s dungeon system. Dungeons in GW2 are a little different than in most MMORPGs that utilize the familiar “trinity” system. Players will need to be a little quicker on their toes, and maintain responsibility of their individual survivability as well as keep group utility in mind. This can take a little reprogramming, but the playstyle can lead to some fun dungeoning adventures!

Here’s a preview of one of the tips offered:

Embrace multiple roles.

Tanking and healing don’t exist in Guild Wars 2 like they do in most MMOs, but that doesn’t mean that there aren’t different roles to play and ways to specialize your character. Many dungeon fights throw curveballs at you, from additional enemies spawning mid-battle to bursts of status effects that cripple the party for short durations. Be ready to not only change your tactics, but switch to a different weapon set and embrace a secondary role. Many elite skills, like the guardian’s tome of courage, change your entire skill loadout – learn when those dramatic changes are useful, and capitalize on them. Weapon switches (or attunement changes, for you elementalists out there) are much more useful than just for the occasional swiftness buff. Take a second look at your classes’ skills, and see what might be useful in a party despite being pointless for a solo player. You’ll be glad the first time you turn the tide of a battle by blocking off a doorway and locking out a bunch of monsters with a support skill that does nothing in one-on-one fights.

Good stuff. Check out the full article for all of the tips.