r/Guildwars2 4d ago

[Question] Weekly /r/GuildWars2 Question Thread - July 18, 2026

7 Upvotes

This thread is dedicated to questions that you've never really felt the need to start a thread for, but would still like to see answered/discussed.

Resources:

Please also consider sorting the comments in this thread by "new" so that the newest comments are at the top, since those are most likely to still need answers.

Join the Guild Wars 2 Discord

https://discord.gg/guildwars2


r/Guildwars2 Jun 08 '26

[Mod post] [MEGA THREAD] State of the Subreddit Update & Links to all Guild Wars 3 announcements and discussion!

232 Upvotes

Go to section 3 for subreddit update.

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Guild Wars 3 Announcement Trailer: Here

Guild Wars 3 Announcement Blog: Here

Website: https://www.guildwars3.com/

The Future of the Guild Wars Franchise: Blog & Video Here

Wishlist Guild Wars 3: Steam | PlayStation

Future of the Guild Wars franchise Stream: VOD Here

Great recap post here: Click Here

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Guild Wars 3 Mega Thread Discussion: Here

Guild Wars 3 Announcement Trailer Discussion: Here

Guild Wars 3 Announcement Blog Discussion: Here

Concept Art & Press Page Discussion: Here

The Future of the Guild Wars Franchise: Our Commitment to Tyria Discussion: Here

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First off thank you to the community for doing a great job with the announcement of Guild Wars 3 and keeping discussion in the dedicated announcement posts and mega threads.

A while back when Guild Wars 3 was accidently announced we had a poll where the community chose to ban Guild Wars 3 posts until there was anything official from ArenaNet. Now that Guild Wars 3 is official and we move forward with that I wanted to make a quick subreddit update to talk to everyone about how things are going to work going forward and following in the footsteps of original Guild Wars sub.

1: This subreddit is for Guild Wars 2 discussion. Just like how r/GuildWars is limited to GW1 discussion r/GuildWars2 will be limited to GW2 discussion. Posts exclusively discussing Guild Wars 3 should be posted in it's sub, r/GuildWars3.

However, while the GW3 sub is working on getting things organized over there we are going to allow official ArenaNet posts and updates on Guild Wars 3 for the next month or so to allow for some crossover but after that this subreddit will be exclusively for updates directly relating to Guild Wars 2 and studio wide updates.

2: Discussing Guild Wars 3 in the comments and subject of posts is fine as long as the main post is primarily about Guild Wars 2.

A post discussing lore implications of the new GW2 Orr map and GW3 is okay.
A post discussing what GW2 skins you want in GW3 is not okay and should be posted in r/GuildWars3.
A post discussing what GW2 things you want to see in the Hall of Monuments for GW3 is okay because Hall of Monuments ia a GW2 feature.
A post discussing story/lore content of GW3 that directly relates to GW2 is okay.

As Hall of Monuments is a GW2 feature any discussion it is okay as well as any other sort of cross-game news or content.

3: ArenaNet explained in the studio update that Guild Wars 2 isn't going anywhere. While we're not getting a new expansion this year we have 1-2 years of quality of life, Hall of Monuments, and other updates coming with a return to some form of annual content update after the release of Guild Wars 3. So Guild Wars 2 isn't going anywhere and neither are we.

So that's that. For the next month or so we'll continue to celebrate the announcement of Guild Wars 3 and then return to our focus of being a Guild Wars 2 community to help others and discuss the game we love.

Thank you all and see you in Tyria!

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r/Guildwars2 1h ago

[Discussion] Friendliest Community

Upvotes

I was standing in Lions Arch about to start crafting when I received a random group invite and message from a fellow Ranger/Soulbeast, "follow me to charm pets."

He had me at pets.

I jumped into his giant turtle mount thing and next thing I know we are bouncing around different zones as he shows me areas around Tyria to charm animals.

I even got to ride in his cool boat!

Shoutout to Turtle Trekker for the random Ranger adventure.

The GW2 community is unmatched. I only started playing a few weeks ago, and I'm hooked on the game but it's the friendliness of the community that really blows my mind. Love to see it.


r/Guildwars2 5h ago

[Discussion] Haven’t had this much fun in a game in a decade

173 Upvotes

I can’t believe I didn’t try this game sooner. I recently started playing GW2 not because of the GW3 announcement, but because I’d started dreading logging into WoW TBC to raid. It was my first real attempt at TBC content, actually raiding and doing something meaningful, and I just hit a wall with it. Someone suggested GW2 since it’s F2P, so I gave it a shot.
I’m currently level 54 and completely hooked. The exploration, the build systems, the story quests, the adventure guide, crafting I love all of it, just experiencing something new. The other night I was just out mining, still getting the hang of crafting, when a world event popped up out of nowhere. There were 50+ players all fighting through it together, then another event or boss spawned right after, and it turned into this fun, insane chaotic fight.
I haven’t been this excited about a video game in a long time.​​​​​​​​​​​​​​​​ hopefully it stays till and through 80.


r/Guildwars2 6h ago

[Fluff] Paragon is fun.

100 Upvotes

r/Guildwars2 10h ago

[Discussion] What ive learned after coming back to game and completeing all seasons and expansions.

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210 Upvotes

Starting around icebrood saga and onwads the maps are flooded with events. (somtimes its hard to just chill and enjoy the wrold lol)

From End of dragons there are visibly less players around.

Either ppl ignore events or there are not enough ppl to do them.

Theres way too many currencies.

Its hard to follow metas on later maps if you dont have skyscale.

All the zones are visibly more detailed than in the base game, but i still like the slower vibes of the old zones more.

The timers for events are way to short. Especially when there are not enough players to do them. Also some objectives require way too much time for what is given to you. For example destroy 10 "things" and each have hp of an elite monster. And the timer is like 6 minutes. Theres barely any time to do that.

Achievemnts are confusing and are hard to follow. the whole achievemnt page needs a rework imo.

Theres no tutorial to crafting or any intruduction that it exists at all. apart from some drops but yeah.

Once you get skyscale and warclaw, the other mounts became obsolete. Except griffon in some situations.

Getting soto skyscale is almost impssible for ppl that have limited game time. Some metas are practically dead, and if not for my summer break i would never get my skyscale.

All this may seem like i think negatively about the game but quite the opposive i absolutely love it. I just wish that there was either more ppl doing stuff or bigger possibility to do stuff yourself. Also less clutter with the curriencies, more quality of life, more tutorials. Refreshement of achievemnts and mounts and we good.

Thats how i feel about the game atm. Cant wait for the future stuff :D


r/Guildwars2 6h ago

[Discussion] Open world equivalent for WvW Rush and GOB

33 Upvotes

With non-WvW people basically get 2 free GoB's with the WvW rush event, it would be awesome to somehow get an equivalent gift of exploration event for non-open world players! I have too many unmade leg starter kits because I'll never be able to finish map completion again

I know the time equivalency isn't the exact same, so would this look like to you and how would you make it 'fair'?


r/Guildwars2 19h ago

[Art] 'The Lightbringer'- A Tribute to Jim Ward

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240 Upvotes

Was organizing my files and decided to touch up this small tribute that I drew back in December after hearing about the passing of Tybalt's VA, Jim Ward. Figured some here might appreciate it.


r/Guildwars2 15h ago

[Discussion] Had a blast in WvW tonight

108 Upvotes

I haven't played WvW since EotM was still super active, but tried it again tonight. Lucked into a group with a tag and it was a lot of fun! I got 2 Gifts of Battle in less than an hour (with buffs/xp boosters), crazy!


r/Guildwars2 21h ago

[News] Heads up: the merchant sell functionality currently accessible through the Raid Expert's Portable Magnetite Shard Exchange in is unintended and will be removed in a future update.

Thumbnail en-forum.guildwars2.com
267 Upvotes

Hello everyone,
 
We've recently become aware of an unintended interaction with the Raid Expert's Portable Magnetite Shard Exchange. Currently, the item provides access to merchant sell functionality that was not intended to be available through this portable vendor. 
 
We want to clarify that this behavior is a bug and will be addressed in an upcoming patch. Once fixed, the item will continue to offer its intended functionality, but players will no longer be able to access the merchant sell tab through it.
 
We wanted to communicate this before the fix goes live so players can make informed purchasing decisions and are not surprised when the issue is corrected.

Players who purchased the item in the last 72 hours can contact Customer Support to see if they qualify for a refund.
 
Thank you for your understanding.


r/Guildwars2 17h ago

[Discussion] Successful first time running as a commander during wvw rush

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113 Upvotes

r/Guildwars2 2h ago

[Build] Build Help - Tempest

3 Upvotes

Hi everyone, I'm looking for help finding a decent build for my setup.

Forgive me Im new and this game can be kind of overwhelming with all the builds and different rotations I'm seeing.

Im looking for a decent fractal dagger/warhorn build where I can play support healer but also do decent dps while nobody is getting hurt.

As I hit tier 2 fractals Im noticing the need for damage is greater and I want to be able to do more while still using my harriers/healing runes build as It's taken me a long time to get the 4 ascended pieces.

Thanks


r/Guildwars2 23h ago

[Fluff] Disappointed

176 Upvotes

r/Guildwars2 1d ago

[Fluff] The best things happen when people and frogs just embrace whimsy

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259 Upvotes

Cheers for the giggles, good folks of Ettin's Back (EU).


r/Guildwars2 21h ago

[App] Taskmaster - a new Blish HUD task-tracking module from the creator of Maestro

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106 Upvotes

Hey everyone!

Some of you might know me as the creator of Maestro, the Blish HUD music player. I’ve been working on another module called Taskmaster.

Taskmaster began with a suggestion from the Blish HUD community. A user wanted a modern version of  valorayne.bh.todos , which had not been updated since 2023, while keeping its simplicity and adding multiple tabs and enough flexibility to replace their long running Google spreadsheet.

With full credit to the original author, Taskmaster preserves that straightforward checklist experience while adding:

• Freeform tabs with custom colors and progress

• Daily, weekly, WvW, local-time, and custom cooldown resets

• Counters and subtasks

• Countdown timers and due-soon warnings

• Notes and click-to-copy waypoints or chat commands

• Shift/Ctrl multi-selection with bulk move and delete

• Exportable and importable tabs for sharing lists with others

It was built around one rule: no stored “next reset” timestamps. Every countdown is derived from UTC math when it is displayed, so it cannot become stale after hibernation, DST changes, clock adjustments, or a few days away.

I just finished the v2.0.0 interface update shown in the video (which should release today), with refreshed tabs, improved navigation, multi-selection, better editing controls, and a more responsive layout.

Module link:
https://blishhud.com/modules/?module=Aex.Taskmaster#profile

Thanks to the community member who originally suggested the idea. Feedback and feature suggestions are always welcome!


r/Guildwars2 23h ago

[News] Game Update Notes: July 21, 2026

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78 Upvotes

Warrior

· Bloodthirster: Fixed an issue that prevented this skill from properly triggering Magebane Tether.

Necromancer

· Life Leech: Fixed an issue in which this skill would inflict bleeding on the user.

Thief

· Silent Scope: Fixed an issue in which some stealth attacks could be activated multiple times.

· Signet of Shadows: Fixed an issue in which this skill could not be activated while targeting a foe beyond a certain range.


r/Guildwars2 1d ago

[Question] Can a “new,” returning, player realistically get legendary gear?

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98 Upvotes

How hard is it to get legendary gear vs farming ascended gear? I am looking at farming everything for light armor bc I play all three classes but I’m thinking it might be cheaper and easier to farm multiple ascendant sets than do the legendary grind. Just didn’t want to waste the time one way or the other.

I am currently looking at the slots used by every character as a priority.

I am coming back but only played a couple times since launch. I have several 80s but just started doing the expansions.


r/Guildwars2 25m ago

[App] i have mount problem

Upvotes

yo im level 32 and i had abillity to ride it but now i have some chair bind and i cant ride it can someone help asap


r/Guildwars2 1d ago

[Build] Rifle Deadeye Targeting Change Completely Missed the Mark

86 Upvotes

Post mirrored on the forums: https://en-forum.guildwars2.com/topic/175144-rifle-deadeye-targeting-change-completely-missed-the-mark/

July 14

Death's Judgment: This skill now deals full damage to the foe targeted by this attack instead of to the marked foe. Malice is not consumed and bonus damage is not dealt if the targeted foe is not marked.

https://en-forum.guildwars2.com/topic/174766-game-update-notes-july-14-2026/

July 20

Malicious Death's Judgment: Fixed an issue where malice would not be consumed and bonus damage was not dealt when this skill targeted and struck a marked enemy.

https://en-forum.guildwars2.com/topic/174766-game-update-notes-july-14-2026/#findComment-2495329

Existing use case for Rifle Piercing: the bulk of damage actually comes from Three Round burst:

https://youtu.be/GIJWvPKWDdI

tl;dr

DISRUPTS YOUR FLOW - Using the new behavior (targeting an enemy that is not your Marked Enemy) is incredibly disruptive to gameplay and needlessly punishing, as it BLOCKS consuming Malice even if you strike your Marked Enemy while not targeting them (this is the explicit intended behavior, NOT a bug!).

PIERCING ISN'T ALLOWED TO PIERCE? - The mechanic does not make sense thematically or mathematically, and it arbitrarily tramples on the piercing bullets given to Rifle's Stealth Attack in November 2022. Most of Rifle Deadeye's piercing damage ACTUALLY comes from Three Round Burst which was only begrudgingly provided to the specialization in March of 2024.

THE PENALTIES ARE MATHEMATICALLY UNNECESSARY - The current INTENDED functionality is needlessly terrified of Deadeye applying a MINORITY of its Rifle Damage to an Unmarked Enemy (a 2.67 coefficient vs a total 7.75 coefficient when repeating Three Round Burst three times with Maleficent Seven, i.e. around 25% of piercing damage comes from Deaths' Judgment even if it wasn't penalized with losing half its coefficient when striking an "unintended" target).

BAD PREMISE LEADS TO BAD IMPLEMENTATION - To control that genuine phobia of Deadeye dealing damage, the game now breaks Deadeye functionality when trying to pierce bullets through your Marked Enemy to get some bonus collateral damage: (1) Malice will not be consumed so Deadeye cannot deal good Stealth Attack damage to its Marked Target, (2) it will be stuck Revealed and unable to use most of its Stealth Sources to try to course correct and consume Malice, and (3) it will be unable to take advantage of Maleficent Seven as we can't reach 7 Malice again with another loop of spending Initiative.  

BONUS: AXE NEEDS TUNING

While we're at it I'm adding a note for the skill balance team about Thief Axe. Skip this if you just care about Rifle Deadeye:

The projectile velocity of axe skills is too low. Most importantly, Axe 2's velocity is slow enough that queueing together Axe 2 and Axe 3 will FAIL to recall the Spinning Axes Axe 2 should generate. If Axe 2 projectiles were even SLIGHTLY faster, then the player could, as they should expect, be able to input 2 2 3 with the game's comfortable input queue and successfully throw 6 axes then recall 6 axes,

To keep rotation flexibility in tact for PVE, it would be ideal if players could store up to 9 Spinning Axes while still only recalling up to 6. The main reason we want this is because Thief has still not been given "Revealed protection" that lets us consistently use Stealth Attacks when self-Revealing with pulsing damage skills or in-flight projectiles (the latter is Axe's entire gimmick...) despite this mechanic being immediately granted to Ranger for its Spear in Janthir Wilds.

There's a host of other lingering issues with Thief but Deadeye is suffering from lack of attention (and poorly thought out implementation), and Axe is a badly implemented weapon, so I'm focusing on those two here. To wit, you can watch this video which highlights how dysfunctional the projectile behavior of Thief Axe is especially in Open World, the majority game mode: https://www.youtube.com/watch?v=l5LSYv_hX4A

DEFINITIONS

Definitions for using Rifle's Stealth Attack, to make reading a bit tidier :

  • MDJ : Malicious Death's Judgment, Deadeye's Rifle Stealth Attack
  • uME : UNTARGETED Marked Enemy, does not have Deadeye's Mark
  • tME. : TARGETED Marked Enemy, has Deadeye's Mark
  • uOE : UNTARGETED Other Enemy, any enemy that is not Marked standing in between you and your targeted enemy.
  • tOE : TARGETED Other Enemy, any enemy that is not Marked which you target.

Note that MDJ stops piercing once you hit your Targeted Enemy (whether or not they are your Marked Enemy), so you won't hit your MT or any uOE unless they are in between you and your Targeted Enemy—you won't hit something BEYOND your TARGETED enemy.

 

DAMAGE FORMULA

  • Weapon Strike coefficients work by multiplying with your Power to determine the damage of your attack. A skill with a Coefficient of 2.0 will deal twice as much damage as one with 1.0, all else being equal.
  • Rifle Stealth Attack has two coefficients, arbitrarily picked to cut Rifle Thief's cleave in half when using the Stealth Attack. The skill uses a 1.32 coefficient for any untargeted enemy struck by the skill and 2.67 for the actual target. Previously this coefficient split behaved different for Deadeye and the rest of Thief:
    • Deadeye would always apply 2.67 to its ME and 1.32 to any enemy pierced on the way to the ME, where the bullet would stop. Due to the way bullet trajectory works, you generally needed to actually target your ME to make sure the bullet would reach it as targeting an enemy in between you and your Marked Target wouldn't guarantee the bullet would actually reach the ME if they were far enough away. You could however target an enemy BEYOND your Marked Enemy to align the bullet, but the MDJ bullet would stop at your Marked Enemy. The reason you'd do this is to use Three Round Burst to cleave the distant enemy, NOT because we cared about MDJ cleave.
    • The rest of Thief would apply 2.67 to its TARGETED enemy and 1.32 coefficient to any other enemy on the way there. The bullet would stop at your TARGETED enemy. The game now uses this behavior for Deadeye, but it makes it arbitrarily VERY disruptive, as I'll explain further down.
  • Any OE struck by Deadeye will not be affected by the Iron Sight trait, a 10% damage modifier. This is regardless of Targeting and it's not a problem.
  • Rifle Stealth Attack receives up to 70% bonus damage EXCLUSIVELY APPLIED to your ME, 10% per Malice. This is a GIANT modifier (it's close to doubling the damage of the skill when combined with Iron Sight). Previously this modifier would always apply exclusively to your ME so long as you actually struck them, whether or not you pierced any OE on the way or were targeting a distant enemy that MDJ would not reach anyway.

In total then, on previous patch, any OE struck by Death's Judgment in between you and your ME would not be affected by (1) a 10% damage modifier (2) nor up to a 70% modifier, and (3) the calculation would use a 1.32 coefficient instead of 2.67.

TARGETING BEHAVIOR

On previous patch:

  • You could target an enemy beyond your Marked Enemy, and the bullet would stop traveling as soon as it hit your Marked Enemy. Therefore, you could not pierce through your ME to hit any OE, but you could pierce through an OE to reach your ME.

On current patch:

  • You can still target your ME and pierce through an OE to reach your ME. If you are targeting your ME, then everything works out fine: you will deal full damage to your ME, and any OE you pierce through will only take ~26% of the damage that the ME takes.
  • If targeting an OE with your ME beyond them, you will NOT strike your ME, even if you use Action Cam to make sure the MDJ bullet trajectory is dead on. The bullet now stops at your Targeted Enemy, NOT your Mark (they can coincide, of course), which is the behavior of normal Death's Judgment. This is already an extreme negative for Deadeye, but it's largely not a big problem because you could simply target your ME in the distance to get the bullet piercing through the OE in front of you on its way to your ME. Due to the way bullet projectiles work, there's not really a way to cleanly adjust this behavior so that the bullet would continue past your Targeted Enemy to reach your uME even if they were in a straight line, so I'm mostly going to call this user error in some cases (this behavior also occurred on previous patch) and frustrating design in a specific case:
    • If you are fighting in a tightly-packed brawl and targeting your ME is difficult, it will feel very punishing for your bullet to stop short at your targeted OE when just a little bit of straight-trajectory pierce could have hit your ME.
  • If targeting an OE that is beyond your ME, things go VERY badly. This is the bulk of the discussion in this thread.
    • Your Marked Target will receive the 1.32 coefficient and the tOE will get the 2.67 coefficient. This is frustrating, needlessly punitive design due to how much of MDJ's damage is ALREADY tied into a colossal Malice damage modifier, but we'll put that aside for now.
    • You will NOT consume Malice to apply Malice damage to ANY enemy struck with the bullet, even if one of those targets is your Marked Enemy. I know that sounds insane after all the explanation so far, but for some reason this is now how the game is now INTENDED TO WORK.

This is EXTREMELY disruptive for Rifle Deadeye to the point that targeting ANYTHING but your Marked Enemy for MDJ in PVE is simply not worth doing.

Currently this behavior is bugged IN THE PLAYER'S FAVOR so that a tOE will take damage as if you had consumed Malice (i.e. the tOE can receive up to a 70% damage modifier). Your uME will not take this damage, and you will not consume Malice.

The intended behavior (DON'T consume Malice, simply apply a 2.67 coeff to the targeted enemy) has ONE upside: you can adaptively apply a 2.67 ranged coefficient to your tOE.

SINGLE TARGET DAMAGE COMPARISON: STEALTH ATTACK VS THREE ROUND BURST

Theoretically if you can repeatedly enter Stealth in a short period of time (there are two limited ways to do this: Silent Scope dodge which ignores Revealed and Shadow Meld in PVE which cleanses Revealed) you could apply that 2.67 ceofficient again, but...

Let's compare the damage of the 2.67 coefficient Stealth Attack against Three Round Burst (Rifle skill 3) to see if this actually matters.

Let's take the Shadow Meld case: a 0.44 second cast time for Stealth then a 0.68 cast time for the Stealth Attack itself. If we divide the coefficient by the time spent attacking, we'll normalize to 2.30 coefficient per second spent attacking.

Three Round Burst has a 2.25 coefficient and a 0.84 second cast time. With the same calculation, we get 2.68 coefficient per second spent attacking.

So the Rifle Stealth Attack cleaving to a distant enemy is worse DPS than just repeating Three Round Burst, something Deadeye is very good at doing.

In fact, the majority of the cleave Rifle Deadeye applies will always be via Three Round burst with the current model because best case scenario, even if the targeted/untargeted Coefficient split is removed from the game, an ME will take ~80% more damage than an Unmarked Enemy due to the Malice mechanic.

Let's now recall that if you do NOT target a distant enemy, your bullet projectiles won't path cleanly to a distant enemy despite having a straight line to them. You MUST target the distant enemy if you want to hit them with Three Round Burst. On current patch, however, you must now swap target back to your ME for your Stealth Attack due to the following crippling design decision:

GAMEPLAY DISRUPTION

What's further damning about this change is that the game VERY arbitrarily will NOT consume Malice in the above scenario (hitting your Marked Enemy while targeting another enemy).

If you can't consume Malice, you don't have another opportunity to trigger Maleficent Seven for an Initiative refill.

Without an Initiative refill, you can't repeat Three Round Burst.

Without Three Round Burst, you resort to auto-attacks which are 30% weaker than TRB with NO piercing projectile (arbitrarily, because Rifle Thief isn't allowed to pierce and it also isn't allowed to have top damage).

Even without Maleficent Seven, Rifle Deadeye does not want to sit at maxed Malice without spending the Malice on your Marked Enemy, as this huge damage modifier is the only thing that lets Deadeye try to keep up with the power level of Daredevil and Antiquary. The other elements of Deadeye's kit are NOT enough.

With Maleficent Seven, Rifle Deadeye completely falls apart because we can't use the trait if we don't reset our Malice.

I must emphasize that BEFORE this patch, you actually pierce a distant tOE with MDJ if your Marked Target was in the way, but you were not PENALIZED doing so. Targeting that distant enemy was good because it allowed Three Round Burst to reach them and, as I have explained, Three Round Burst will ALWAYS be the bulk of cleave DPS due to the Malice mechanic.

NOW Deadeye is directly punished by attempting to cleave to a distant enemy (the thing you'd reasonably try to do with a long range gun?). Your rotation will collapse if you don't swap your target back to your Marked Enemy, and you won't even deal strong damage to the Other Enemy if you decide to sacrifice your rotation and resort to autoattacking.

If you want the old behavior shown in the video at the top of this thread, you need to be an even better player than the best Rifle Deadeye players currently in the game. I do not want that kind of stupid gatekeeping in the game, and that's exactly what this change did.  

MULTI TARGET DAMAGE BREAKDOWN

Let's look at the damage calculation on the old and new patches in detail:

  • OLD: uOE took 1.32 coefficient, tME took 2.67 coefficient with +10% and +70% damage modifier.
    • Piercing one enemy in between you and your Mark: 1.32 + (2.67 x 1.1 x 1.7) = 6.31
    • Piercing 4 enemies: (4 x 1.32) + (2.67 x 1.1 x 1.7) = 10.27
  • NEW: uME and uOE take 1.32 coefficient (ME has a +10% damage modifier), tOE takes 2.67 coeffieicent
    • Piercing through Mark to reach one enemy: (1.32 x 1.1) + 2.67 = 4.122
    • Piercing through Mark and 3 other enemies to reach your Target: (1.32 x 1.1) + (1.32 x 3) + 2.67 = 8.082
  • Both patches:
    • Pierce 4 enemies with Three Round Burst: 9
    • Pierce 4 enemies with Three Round Burst three times, via Maleficent Seven: 27

As a refresher, the numbers here represent Strike coefficients, so a 6.31 coefficient is ~ 50% more damage than a 4.122 coefficient and a 10.27 coefficient is ~25% more damage than a 8.082 coefficient, and a 27 coefficient is more than three times stronger than an 8.0 coefficient.

This is simply NOT mathematically sound. The ONLY upside here is that an unmarked enemy can now take a 2.67 coefficient on demand instead of a 1.32 coefficient, but you sacrifice SO MUCH to get that.

SUGGESTED CHANGES

Just delete the 1.32 coefficient. The Malice damage modifier and Iron Sight already HEAVILY penalized the damage against that Unmarked Target. If the bullet would deal 40,000 damage to your Marked Enemy, it will ONLY deal ~20,000 damage to any un-Marked Enemy you target. The skill does NOT need to be penalized for the same scenario (hitting an unmarked target) THREE TIMES until the skill is squashed to ~26% of the damage it deals to the ME.

If the 1.32 coefficient truly MUST exist for competitive modes (which is a different discussion entirely!) then just make Thief Rifle in PvE deal 2.67 coefficient to your target and 2.67 coefficient to other enemies struck. Yes, just make it a redundant skill fact, so that it can be tweaked in the game mode where it's relevant. That is fine.

MDJ ABSOLUTELY SHOULD NOT fail to consume Malice and apply the damage modifier to your Marked Target in scenarios where you DO strike your Marked Target.

And yet that is, somehow, exactly what is intended?

Malicious Death's Judgment: Fixed an issue where malice would not be consumed and bonus damage was not dealt when this skill targeted and struck a marked enemy.

Note here that this "issue" was when TARGETING a marked enemy. The intended behavior is below:

Death's Judgment: This skill now deals full damage to the foe targeted by this attack instead of to the marked foe. Malice is not consumed and bonus damage is not dealt if the targeted foe is not marked.

You CANNOT have Malice unless you Marked an enemy. If you Mark an enemy and strike them with MDJ while targeting another enemy, the game behaves almost as if you don't have a Marked enemy at all! All you get is a 10% damage modifier for incidentally striking your Marked Target and benefiting from Iron Sight while targeting another enemy.

Change this. This behavior makes NO sense, thematically or mathematically. There should NEVER be a carve out blocking Deadeye from applying its mechanic when striking the intended target of the mechanic.

Malice does not CARE if you target an enemy! You can generate Malice if you target a different enemy, you can generate Malice if you target NO ONE. This change is simply bad design.

At the very least, Malice should ALWAYS be consumed and the Malice damage modifier should ALWAYS be spent if you strike your Marked target REGARDLESS of what you are targeting.

The 1.32 vs 2.67 coefficient split is NEEDLESSLY punishing and COMPLETELY arbitrary. Stop treating Deadeye differently from the rest of the game.

The behavior Deadeye deserves:

  1. (Malicious) Death's Judgment can pierce. It deals 2.67 coefficient to enemies struck with the bullet. The 1.32 coefficient is removed from the game.
  2. If the bullet needs to stop at your targeted enemy for roleplay reasons, then so be it. This is an unnecessary design choice, but it's not a deal breaker so I won't really litigate it.
  3. Malicious Death's Judgment will always deal 10% bonus damage against your Marked Target due to the Iron Sight trait. This is how things work before and on this current patch, so we're good here.
  4. Malice will ALWAYS be consumed if you strike your Marked Enemy, regardless of targeting. In being consumed, Malice will ALWAYS apply its bonus damage to your Marked Enemy. This is, by the way, how Spear Stealth Attack works underwater: any unmarked enemy struck by the attack will NOT suffer the increased damage tied to Malice.

I am not asking for Deadeye to have the highest DPS in game because of the occasionally insane single-target restrictions placed on it (e.g. Iron Sight's 10% damage modifier is not insane, and the giant Malice damage modifier on Death's Judgment feels cool and ultimately it's less than half the DPS dealt since so much comes from the workhorse of Three Round Burst and the hefty base coefficient of MDJ. In the past this was less true as MDJ had 25% bonus damage per point of Malice, but a good patch narrowed this range—it does not need to go away completely).

I am asking for the single-target restrictions to stop being insane. Some amount of roleplay in a roleplaying game is fine, but this Rifle cleaving change was very poorly thought out, if it was even thought out. We certainly didn't see it in the patch preview, so this is one change that should have stayed off the life server.


r/Guildwars2 20h ago

[Question] How is everyone leveling to 80 on multiple characters??

38 Upvotes

Ok so im obviously a new player. Technically started last year but kept starting new characters then giving up on them because the grind to 80 was a bit much. Just to be clear, I enjoy the game a lot, but once I get around level 40, doing the heart quests, and random events, and adventure guide missions, and exploration (especially exploring the same area with multiple different characters) starts to get a little old.

Its annoying because something tells me that this is probably one of the best mmos I've played since ff14. I just feel it lol but for some reason it just won't stick. I love the super early game, trying out a new classes, but I get so thirsty to play the specializations of each class, I get impatient.

THE ACTUAL QUESTION:

Im not exspecting the grind to be a few hours long I just want to know how people are getting through the level 80 grind with like 10 different characters? Is there a more efficient method you use or does everyone just enjoy the early exploration that much. Or am I missing something huge. I'm genuinely curious.

I will probably keep trying to find my "right" class that fits my playstyle and stick with it because I really want to see endgame without using a boost, at least once.

UPDATE: Thank you guys so much for all the tips about the tomes of knowledge. I had no idea they existed. Now i'm re-inspired to get back on the grind and get to 80 so I can never do it again lol


r/Guildwars2 53m ago

[Discussion] Pile of Recycled Siege back on the loot table?

Upvotes

I've been watching Pile of Recycled Siege Equipment prices as I save up for my second Strife Unending. Imagine my surprise when I see the price is down almost 10 gold and I happen to have one on a character and it wasn't from opening a box.

Did they add them back to the loot table for taking things or is this possibly from the rush event currency?


r/Guildwars2 1d ago

[Fluff] Otherworldy Invader (Fashion Wars 2)

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604 Upvotes

My Norn Engineer, ready to conquer whatever region he is dropped into.

I love trying to fit 6 pieces from different armor sets together and to try to create a unified look, almost as if it's an outfit. This is not my best one if you ask me, but still happy with the outcome. For the main 6 pieces and weapons, no exclusively gemstore items were used.

Pieces used:
- Special Ops Captain's Helmet

- Carapace Shoulderpads

- Funerary Jerkin

- CJ-1 Command_Sleeves

- Obsidian Medium Leggings

- Predatory Boots

Back item

- Heretical Scholar's Cape

Weapons

- Sunspear (spear))

- Desert King Hammer Skin


r/Guildwars2 17h ago

[Question] Are premium cosmetics like outfits shared between characters?

16 Upvotes

This is my fault, but I used a item to level up my character and skip the story, but regret it now and was wondering if I make a new character, will cosmetics be shared among characters?


r/Guildwars2 1h ago

[Discussion] Expansion Rush?

Upvotes

Have seen some comments and observed that certain expansion zones have more players than others. For example, it's always easy to find players doing various things around SOTO, the piñata in Path of Fire, or the big meta event in HoT. But some expansions, ex EoD, are much more sparsely populated.

Would the game benefit from having expansion rush events where content from that expansion has bonus rewards for a week? That would get players back into those less populated zones periodically.


r/Guildwars2 12h ago

[Question] Bought the Underwater Homestead Package, have some question.

4 Upvotes

Hi all, i bought the Underwater Homestead Package because i want to prettify my place despite barely having nodes lol

is it possible for me to make the same ambiance as the promo pic? it doesn't have to be really like this (and this is also the first time i'm gonna try homestead building/decorating >.<)

do i also have to get the Aurora Sky? i'm out of gold but gonna save up to buy it next time it came out in BL shop