Gaiscioch Social Gaming Community News
- Guild Wars 2:
Feature Patch Update Notes
The patch is unsurprisingly quite hefty, so the notes will be hidden in spoiler tags for the most part.
New Features and Content
PvP Reward TracksAdded a new reward system to structured PvP. When playing structured PvP, players will select a single reward track to be active at a time and earn a variety of rewards as they progress through the track.To progress reward tracks, players need play PvP in a match that has progress enabled.All eight dungeon reward tracks will be available on a biweekly rotation, one at a time. Alternatively, each dungeon reward track can be permanently unlocked on an account-wide basis by completing the corresponding story mode of that dungeon.The reward track system will have both repeatable and non-repeatable tracks. We will be shipping with five region tracks, eight dungeon tracks, and one Balthazar Back Item track that has a unique back item skin, which can be equipped and used in PvE, PvP, and WvW with the new wardrobe.
Five Repeatable Region Tracks—Shiverpeak Mountains, Ascalonian, Ruins of Orr, Krytan, and Maguuma Jungle.
These tracks contain region-based weapon skins, Dragonite Ore, Empyreal Fragments, Obsidian Shards, and champion bags.Eight Repeatable Dungeon Tracks—Ascalonian Catacombs, Caudecus’s Manor, Twilight Arbor, Sorrow’s Embrace, Citadel of Flame, Honor of the Waves, Crucible of Eternity, and the Ruined City of Arah.
These tracks contain your choice of dungeon armor and weapons, dungeon tokens, and champion bags.One Non-Repeatable Balthazar Back Item Track
This track contains the unique Fires of Balthazar back-slot skin, Dragonite Ore, Empyreal Fragments, Obsidian Shards, champion bags, and Mystic Clovers.
PvP Gear UnificationAll PvP equipment (armor, weapons, amulets, etc.) can no longer be obtained or equipped.Upon entering Heart of the Mists, players will have their PvP items removed from their character inventory, character equipment, PvP locker, and account bank. This includes PvP chests.
All removed items will have their appearance unlocked in the account wardrobe.Characters in PvP will use the same armor and weapons from PvE.
All items give zero attribute, rune, sigil, or infusion bonuses in PvP.All items function as level 80 exotic-quality items.Chest, leg, and boot armor still contribute to the total defense value.All attribute values are consistent with the old system.PvP gear now includes unique rune, sigil, and amulet slots.Players now have access to a new build-editing UI.
While in structured PvP, there is a new quick-launch bar at the top of the screen to access the new PvP Build panel and the game browsers.
There is also a new hotkey option for the PvP Build panel in the Control Options menu.PvP build components are no longer items but are chosen from a constantly available list of options.
Sigils are selected without having to apply them to weapons.Runes are selected without having to apply them to armor.
Only one rune set may be chosen at a time, giving the full six-piece bonus.Players can do a search for specific runes, sigils, amulets, and weapons.
Players can sort by category (attribute or sigil archetype).Underwater weapons have been removed since underwater aspects of maps, or maps containing a large underwater portion, have been removed from rotation.
PvP Ranks UpdatedChanged the required rank points needed to level for PvP ranks 40 through 80. Each of these ranks now requires 20,000 rank points.This changes the maximum required rank points needed to obtain a Dragon rank from 8.9 million down to 1.1 million.Some high-ranking PvP players will be moved up the ranks due to the rank rebalance. These players will receive rank rewards based on their new rank.With the new PvP rank rebalance, some players will be moved to rank 80. They will be able to get rewards by progressing through rank 80 after they’ve initially achieved it. Each time rank 80 is completed, additional rewards will be awarded.
PvP Map UpdatesNew Courtyard Map
This map is a special treat for the PvP community. Player-created spin-offs of the game have been very enjoyable for the team, and this map was created to help support those efforts. The Courtyard is a pure team deathmatch map designed especially for smaller encounters but is still fun with standard-size groups. The Courtyard map is not a fully supported game mode and is only available in player-owned custom arenas. We are really looking forward to seeing this map used for some of the 2v2, 3v3, and other styles of play that the community has come up with.This is a small map with no capture points.This map will only be available for custom arena owners.Players will be able to progress toward ranks and reward tracks in the Courtyard.Removing Raid on the Capricorn
Raid on the Capricorn was created to test the waters with underwater combat in PvP, but it is not something that the team would like to continue. Raid on the Capricorn has been removed from PvP along with the underwater training areas in Heart of the Mists. Underwater weapons were subsequently removed from the revamped build UI.
Armor and weapon skins can now be unlocked for account-wide use.
Skins are unlocked by using consumables, equipping items, salvaging equipment, destroying items in the player’s inventory, acquiring weapons and armor that are bound to the player’s account or character, or right-clicking on the equipment and account-binding it.Items that have gone through skin progression, like legendary weapons or Spinal Blade back items, will unlock all the skins in their direct progression line (e.g., if players have Twilight, they will get access to both Twilight and Dusk across their account.)Items that players own that have already been transmuted will unlock the appearance for the first (original) item used for stats and the last item used for appearance.Skins are applied to equipment by clicking the Wardrobe button on the Equipment tab of the Hero panel. All unlocked skins available to the character are shown in the Hero panel and can be applied to the equipment the character is currently wearing for one transmutation charge per item changed.Players can log in to each character on their account to unlock all skins bound to that character.The Hero panel now includes more options for character customization and managing gear.
Use the Equipment section of the Equipment tab to manage gear that is currently equipped.Use the Wardrobe section of the Equipment tab to manage the transmutation of currently equipped gear by selecting and applying skins that have been unlocked.Use the Dyes section of the Equipment tab to see all dyes that have been unlocked and apply them to currently equipped items.Changes in the Wardrobe section and the Dyes section can be committed at the same time, allowing players to preview the new look before applying any visual changes to their equipped gear.Dyes can now be previewed on mouse hover and are not applied until confirmed.Dyes are now account unlocks.
Each dye unlocked on a character will be unlocked for the player’s entire account the next time they log in with that character.Duplicate dyes unlocked on multiple characters will be compensated by mailing the player an Unidentified Dye when the second character logs in.Unidentified Dyes no longer drop as common loot from creatures in the world. They are still available as rewards and as a Mystic Forge result.Dye packs can still be crafted by cooks.The laurel cost of Unidentified Dyes has changed to 5 laurels for one dye.Any four crafted dye packs can now be combined in the Mystic Forge to create an Unidentified Dye.To account for the increased scarcity of Unidentified Dye, the Gift of Color recipe now only requires 100 Unidentified Dyes.All armor and weapon skins are now stored in the Wardrobe Storage tab, which is part of the Account Vault in the bank.
Items can be sorted, filtered, and previewed directly from the Account Wardrobe tab.All skins usable by the current character’s profession and race can also be seen by clicking the Wardrobe button on the Equipment tab of the Hero panel.
Transmutation ChangesThe transmutation system has been replaced with the Wardrobe system. Transmuting items is now done via the Hero panel and applies an unlocked skin to the currently equipped item instead of combining two items into a new item.Double-click Transmutation Crystals to convert them directly into Transmutation Charges.Double-click Transmutation Stones to convert them into Transmutation Charges at a 3-to-1 ratio.With the addition of the Wardrobe system and the removal of the PvP locker, players will receive one Transmutation Charge for every PvP rank they have achieved.
OutfitsOutfits are a new item type that allows players to set their character’s look without affecting their stats.
Outfits are full-body costumes that hide currently equipped armor.Players can hide or show an outfit at any time in the Hero panel. This setting will remain set in any game area.Players can hide or show the helmet of their outfit at any time in the Hero panel by clicking the checkbox on the helmet while the outfit is toggled on.Each outfit has up to four dye channels to customize colors uniformly across the entire outfit.Outfits are available in the Style category of the Black Lion Trading Company Gem Store.Town clothes have been replaced by the wardrobe and outfits as a way to customize characters in and out of combat.
Players can visit a Black Lion Armor Trader in any major city to have their town clothes converted to items compatible with the new wardrobe.Full outfits such as the Cook’s Outfit and Mad King’s Outfit are now outfits as described above.Most hats have been converted to helmet skins usable by any class.Toys have been converted to inventory items, which summon a bundle with all the same functionality as before.Some single-piece town clothes that are no longer available have been converted to endless tonics that transform the player into a complete casual look, including that single piece of clothing.
World Boss Synchronization
Many world bosses are now synchronized to activate at the same time across all worlds and instances of the map they occur in.The following low-level-zone world bosses will activate at 15 minutes and 45 minutes past the hour in this rotation:
Great Jungle Wurm (Caledon Forest)Shadow Behemoth (Queensdale)Svanir Shaman Chief (Wayfarer Foothills)Fire Elemental (Metrica Province)The following standard world bosses will activate on the hour and 30 minutes past the hour in this rotation:
The Shatterer (Blazeridge Steppes)Modniir Ulgoth (Harathi Hinterlands)Golem Mark II (Mount Maelstrom)Claw of Jormag (Frostgorge Sound)Admiral Taidha Covington (Bloodtide Coast)Megadestroyer (Mount Maelstrom)Fire Shaman (Iron Marches)TBD / Space Reserved for Future EventThe following extra-hard world bosses will occur at specific times, interrupting the standard rotation:
Karka Queen (Southsun Cove)
03:30 PDT09:00 PDT19:00 PDTTequatl the Sunless (Sparkfly Fen)
04:30 PDT10:00 PDT20:00 PDTTriple Trouble (Bloodtide Coast)
05:30 PDT11:00 PDT21:00 PDTThe standard rotation and low-level rotation will reset every day at midnight (PDT).To support this feature, most world bosses in these rotations have been modified in various ways.
Once the boss is activated, players have fifteen minutes to lure out the Karka Queen by capturing all four settlements in the Island Control meta-event. If the timer expires, the Karka Queen will not emerge.Claw of Jormag
Once the boss is activated, players have fifteen minutes to lure out the Claw of Jormag by completing all five corrupted crystal events. If the timer expires, the corrupted crystal events will fail, the Claw of Jormag will not land, and any remaining corrupted creatures will continue to inhabit the region.Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.The Shatterer
Once the boss is activated, players have fifteen minutes to help Vigil and Sentinel forces prepare for their assault on the Shatterer. If the events are not completed when the timer expires, the Shatterer will not land.The Shatterer’s regen crystals have grown larger and stronger. They are also spread farther apart, making it more difficult to stop the Shatterer from regenerating its health.Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.Admiral Taidha Covington
The Lion’s Arch Galleon will appear at Taidha’s base as soon as the boss is activated to draw fire from Taidha’s defenses.If the Lion’s Arch Galleon is destroyed, the event fails, causing the Lionguard to retreat. Players can help the galleon survive by defeating Taidha’s cannoneers.Once the north and south towers of Taidha’s base are destroyed, the galleon will begin bombarding the door. Players can assist the bombardment by carrying explosive kegs to the door.If the door is destroyed, the event to kill Taidha will begin as normal.Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.Modniir Ulgoth
The Modniir Ulgoth will immediately appear near the War King’s Greatcamp once the boss is activated to rally his forces.The Ulgoth is protected by his elemental magic until the Seraph advance their forces up to the Greatcamp and force the Ulgoth into battle.If the players do not help the Seraph forces advance, the Ulgoth will declare victory and retire, causing the event to fail and the centaur forces to push back against the Seraph.The Seraph will relentlessly assault the centaurs while the Modniir Ulgoth is present, giving the centaurs no time to counterattack (unless an assault fails).Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.Megadestroyer
When the boss is activated, the volcano will become violently active, requiring the asuran geological specialists to intervene in order to prevent a catastrophic eruption.Players will have twenty minutes to push the destroyers and Inquest back into the volcano’s core. If the timer expires, the volcano erupts.The event to protect the asura and their technology while they quell the unstable volcano will now fail after ten minutes. If the timer expires, the volcano erupts.If players fail the Megadestroyer event, the volcano still erupts.Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.Golem Mark II
Once the boss is activated, players must first complete the event to disable the containers before they release their toxins. The event to defeat the Inquest’s Golem Mark II will begin shortly after this event succeeds.Several bugs causing the golem’s attacks to occur in the wrong position were fixed.The golem’s attacks were changed to use more clearly visible AoE warning circles.Shadow Behemoth
The Monastery Ale event chain will no longer block the Shadow Behemoth event and will fail instead if it is active when the Shadow Behemoth chain is activated.Once the boss is activated, players have fifteen minutes to complete all four portal events in order to draw out the Shadow Behemoth.A portal to the center of Godslost Swamp will appear at all three portal events that take place outside of the swamp once they are completed.The Shadow Behemoth’s portal phase has grown stronger. Additional portals will have to be destroyed before the Shadow Behemoth becomes vulnerable again.Fixed a bug that prevented the Shadow Behemoth from using all of its skills.Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.Fire Elemental
Once the boss is activated, the event to escort the C.L.E.A.N. 5000 golem while it absorbs clouds of chaos magic will begin immediately. Rooba will only wait five minutes for players to assist her, instead of forever.Players have fifteen minutes to escort the C.L.E.A.N. 5000 golem to the end of its path before it becomes corrupted by chaos magic. If this timer expires or the Inquest captures the golem, the event will fail, causing the Inquest to reprogram the C.L.E.A.N. 5000 golem and have it return as a boss (instead of the Fire Elemental).The event to destroy six piles of chaotic materials created by the reactor meltdown has become six individual events to destroy a single pile. This eliminates the undesirable effects of counting every player inside the reactor towards the scaling of each chaotic material encounter. All six of these events must be completed for the golem escort event to succeed.Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.Great Jungle Wurm (Caledon Forest)
The event to protect Gamarien as he scouts Wychmire Swamp is no longer part of the Great Jungle Wurm event chain, but it now occurs when the boss event chain is not active.When activated, players have ten minutes to complete the four blighted swamp events in Wychmire Swamp. If the timer expires, the Great Jungle Wurm will not appear, and the blighted creatures will remain in the swamp.A bug that prevented the Great Jungle Wurm’s poison cloud attacks from attacking the right areas has been fixed.The poison cloud attacks will now spread more evenly and consistently.The Great Jungle Wurm’s husk absorption phase has grown stronger. If players allow the wurm to absorb a husk, a significant portion of the wurm’s health will be regenerated.A bug that prevented the Great Jungle Wurm from summoning minions has been fixed.Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.Svanir Shaman Chief
Once the boss is activated, a message will appear in the meta-event UI indicating that a powerful Sons of Svanir Shaman has been spotted in the Maw. If the event chain that involves protecting Scholar Brogun as he investigates the grawl tribe is not active at this time, it will begin immediately.Scholar Brogun will only wait five minutes for player assistance, instead of forever.If Scholar Brogun dies and is not resurrected by a player for a total of five minutes, the event chain will fail.If the event to destroy the dragon totem has succeeded when the boss is not activated, Scholar Brogun will declare victory and return to Krennak’s homestead without fighting the shaman.
Guild World Events
Guilds may now utilize a consumable item to activate certain world bosses at any time up to an hour before the scheduled beginning of a world boss, provided that world boss is not already running.The Guild World Event unlock has been added to the Guild Upgrade panel.
Prerequisite: Guild Challenges UnlockInfluence Cost: 50,000Merit Cost: 100Build Time: 1 weekThe Guild World Event consumable has been added to the Guild Upgrade panel.
Prerequisite: Guild World Events UnlockInfluence Cost: 10,000Merit Cost: 20Build Time: 24 hoursCooldown: 45 minutesMax Storage: 3The Guild World Event consumable must be used near a Guild World Event marker, which has been added near each of the following bosses:
Karka Queen (Steampipe Steading, Southsun Cove)Tequatl the Sunless (Fabled Djannor, Sparkfly Fen)Triple Trouble (Firth of Revanion, Bloodtide Coast)
MegaserversThis new system introduces an improved way to enjoy Tyria by restructuring the way worlds and players are organized.Instead of overflow and home world maps, players will now simply end up in the map that makes the most sense for them, depending on their social environment (party, guild, home world, and more).One of the most visible benefits is that players will have more players at their side to enjoy Guild Wars 2.This new system will first be enabled in the Heart of the Mists and then progressively rolled out to the rest of the open world, starting with the less populated areas.
The order as well as the speed of the rollout may differ from what was previously announced in the original blog post, as we are adjusting our plans after further testing. It might continue to evolve during the process as we collect data and adjust accordingly.For more information, please read the Megaserver blog post.
World vs. WorldAccount-bound WXP
Players will need to load into a map with every one of their characters to have their WXP added to their account total.
Note that WXP is summed, not ranked. (e.g., having two characters exactly at rank 10 puts the player’s account total at rank 15 and 4/5) See http://wiki.guildwar...WXP#World_ranks for more information on WXP and ranks.All characters have the same number of World Ability Points available to spend. Spending World Ability Points on one character doesn’t spend them on any other.All spent World Ability Points have been refunded to all characters.Getting from Rank 4 to 5 now requires 1,000 WXP instead of 2,000
Balance, Bug Fixing, and Polish
World PolishTriple Trouble
Fixed an issue that was unintentionally causing the Great Jungle Wurm event to scale erratically.Boss chests in dungeons are now limited to once a day. Champion loot bags and dungeon tokens from the bosses themselves will not be limited in this way.Event and champion rewards have been changed.All open world champions have been converted into events to allow for them to scale for large groups, or have had their classification changed to elite or veteran.Updated the Defend the Pact Interrupter from Risen Attacks event in Cursed Shore to correctly track seven waves of attackers. Added a 10-minute fail timer to put the event in line with other temple hold events.Reduced volcano event spawns in Mount Maelstrom to put them more in line with expected creature counts, specifically at max scaling.
GeneralFixed a bug that caused the wrong gathering tool to be shown to other players.Fixed a bug that caused the camera height to not change depending on the scale of the character.Fixed a bug that prevented watched achievements from being automatically cleared after they were completed.Fixed a bug that prevented the sort order for watched achievements from being saved between play sessions.Fixed a bug that prevented the progress displayed in the Achievement panel from matching the selected sort order.Fixed a bug that caused a jotun’s kick attack to force players to drop whatever bundle they were using.The wallet information pop-up no longer displays for new characters.Completing a renown heart now gives a reward splash instead of sending mail.Various adjustments have been made to the splash notifications that appear in the bottom right of the screen to improve consistency and spacing.Armor repair costs have been removed.The guild upgrade that provided a discount to armor repair has been replaced with Disciplined Maneuvers, a buff that increases WXP gained by guild members for a time.Some Mystic Forge recipes have been updated to provide a wider range of results.Fixed a bug that caused magic find to be applied erroneously to some reward rolls.
ItemsFixed numerous bugs with underwater weapons using the wrong weapon skin.Renamed numerous items to be more appropriate or to be more accurate.Added many new armor and weapon icons.The inherent dye properties of some armor pieces have been changed to match their wardrobe unlocks.Ascended equipment will no longer be soulbound when equipped and will remain account bound.Legendary weapons will now be account bound on equip instead of soulbound.All existing ascended and legendary equipment that was soulbound is now account bound.Fixed a bug that caused the Howler to endlessly loop its trumpet animation at night.Exotic gear sold by Southsun Economists now has superior upgrades instead of major upgrades.
Ferocity and Critical Damage
Ferocity is a new stat added to the game. This stat will increase critical damage for each point acquired, similar to the way precision increases the character’s critical hit chance. All current items, food, upgrades, traits, and skills that previously provided critical damage have now been converted to providing the ferocity stat. In most cases, these stat values were set to the standard secondary stat value of the item’s level and rarity. At level 80, every 15 points of ferocity increases the critical damage by 1%. The downscaling for critical damage and ferocity has been improved to function similarly to how precision and critical hit are downscaled.
UI UpdatesThe ferocity stat will be listed next to the critical damage stat.Critical damage will now display the character’s base critical damage as well the bonus provided from the ferocity stat.
Each character’s base critical hit damage is 150% of a normal hit.
Celestial GearIncreased the stats provided from the celestial stat combination by 6.5% to compensate for the new ferocity changes.Increased the PvP celestial stat selection so that it will use the proper stat ratios. Previously this stat combination in PvP was providing much lower stats than intended.
Many sigils have been updated to be more consistent across the game. We’ve eliminated many of the hidden rules that were previously present and simplified how sigils are used. There have been several balance adjustments made, and a new category of sigil has been created.
GeneralSigils of the same name no longer stack together. Example: Sigil of Bloodlust will no longer add bonus stacks if another Sigil of Bloodlust is equipped. Likewise, a Superior Sigil of Fire will not stack with a Superior, Major, or Minor Sigil of Fire to have increased fire activations.Sigils no longer share the same cooldown. Example: Sigil of Fire no longer shares a cooldown with Sigil of Air.Two-handed weapons can now have two sigils applied to them instead of one.
Weapon-Swap SigilsSigil of Renewal: This sigil’s healing effect now scales better with healing power at a rate of 40%, up from 10%. Fixed a bug that caused the sigil to have an incorrect radius at the minor and superior levels. Increased the radius of the superior version from 300 to 360. Reduced the cooldown of the minor sigil to 9 seconds from 30 seconds to be consistent with other on-swap functionalities.Sigil of Doom: Rescaled the poison durations from 3, 4, and 5 seconds to 2, 4, and 6 seconds for the minor, major, and superior versions, respectively.Sigil of Geomancy: Damage has been reduced and normalized between all versions of the sigil, which is 25% of the superior sigil. Bleeding duration has been rescaled from 3, 5, and 7 seconds to 6, 8, and 10 seconds for the minor, major, and superior versions, respectively.Sigil of Intelligence: This sigil now grants the next three attacks 100% critical chance.Sigil of Hydromancy: Chill duration has been rebalanced from 1, 2, and 3 seconds to 1, 1.5, and 2 seconds for the minor, major, and superior versions, respectively.
Attack-Activated SigilsSigil of Fire: This sigil now has a 50% activation chance on critical hit. Damage is now reduced by 15%. Rescaled the cooldown from 5, 5, and 5 seconds to 9, 7, and 5 seconds for the minor, major, and superior versions, respectively. This sigil remains unable to critically hit.Sigil of Air: This sigil now has a 50% activation chance on critical hit. Rescaled the cooldown from 5, 5, and 5 seconds to 5, 4, and 3 seconds for the minor, major, and superior versions, respectively. This sigil remains unable to critically hit.Sigil of Torment: This sigil now has a 50% activation chance on critical hit. Recharge has been reduced to 5 seconds. Torment duration has been reduced to 5 seconds (in an area).Sigil of Ice: This sigil’s activation now occurs on hit instead of on critical hit.Sigil of Blood: Rescaled the activation thresholds from 10%, 20%, and 30% to 10%, 25%, and 50% for the minor, major, and superior versions, respectively. The damage portion of the siphoning effect now scales with power at a rate of 7.5%.Sigil of Generosity: Fixed a bug that occasionally transferred a different condition than the one removed.Sigil of Purity: This sigil’s activation now occurs on hit instead of on critical hit, and it will now only activate when the player has a condition on them.Sigil of Nullification: This sigil now activates only if the target has a boon.Sigil of Frailty: This sigil’s activation now occurs on hit instead of on critical hit. Rescaled the activation chance from 10%, 20%, and 30% to 10%, 25%, and 50% for the minor, major, and superior versions, respectively.Sigil of Rage: Reduced the cooldown from 45 seconds to 30 seconds. This sigil will no longer activate if the player already has quickness on them.Sigil of Strength: Increased the activation chance from 10%, 20%, and 30% to 20%, 40%, 60% for the minor, major, and superior versions, respectively. Updated the description to include the cooldown (1 second).Sigil of Water: This sigil’s activation now occurs on hit instead of on critical hit. Bonus from healing power has been increased by 50% while the base heal is reduced by 25 points (base activation at level 1 is now about 25 total health with no other attributes). Cooldown for this sigil has been rescaled from 10, 10, and 10 seconds to 10, 7, and 5 seconds for the minor, major, and superior versions, respectively.
Duration-Increase SigilsSigil of Agony: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.Sigil of Chilling: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.Sigil of Debility: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.Sigil of Hobbling: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.Sigil of Peril: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.Sigil of Smoldering: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.Sigil of Venom: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.Sigil of Paralyzation: Stun duration has been increased from 5%, 10%, and 15% to 10%, 20%, and 30% for the minor, major, and superior versions, respectively.
Always-On SigilsSigil of Accuracy: Critical chance has been increased from 1%, 3%, and 5% to 3%, 5%, and 7% for the minor, major, and superior versions, respectively.The following sigils no longer stack with themselves: Agony, Smoldering, Hobbling, Chilling, Venom, Peril, and Debility.Sigil of Malice: This sigil has been rebalanced to 5%, 7%, and 10% condition duration for the minor, major, and superior versions, respectively.Sigil of the Night: This sigil now grants its indicated bonus at all levels rather than a flat 10% for all minor, major, and superior versions.
On-Kill SigilsSigils that stack attributes will no longer stack with themselves.Non-attribute stack-based sigils will now function with one another.On-kill sigils now gain 5 stacks upon killing a player in all areas of the game.On-kill sigils that stack attributes now have a unique shared buff icon.Sigil of Conjuration: Renamed to Sigil of Celerity. This sigil now grants 3, 4, and 5 seconds of quickness at 25 stacks for the minor, major, and superior versions, respectively. This sigil now has its own unique buff icon.Sigil of Sanctuary: This sigil has been renamed to Sigil of Benevolence.Sigil of Benevolence: Gain a charge of .3%, .4%, and .5% additional healing effectiveness each time a foe is killed—five for an enemy player—for the minor, major, and superior versions, respectively. Max 25 stacks; ends on down.Sigil of Demon Summoning: This sigil now activates at 25 stacks instead of 26. This sigil now has its own unique buff icon.Sigil of Restoration: Increased the major sigil base healing by 33%. Increased the superior sigil base healing by 25%. This sigil now scales with healing power at a rate of 15%, up from 10%.Sigil of Speed: Increased the swiftness duration from 5, 7, and 10 seconds to 10, 14, 20 seconds for the minor, major, and superior versions, respectively.Sigil of Luck: Reworked the percentage chances so that all boons have a more equal chance to activate. Added stability to the list (3 seconds). Increased the duration of might from 5 seconds to 15 seconds. Increased the fury duration from 5 seconds to 8 seconds. Chance to activate on kill rescaled from 30%, 40%, and 50% to 25%, 50%, and 75% for the minor, major, and superior versions, respectively.
All rune sets have been reworked and rebalanced. The bonuses have been updated to be much more consistent for each bonus slot. A lot of the power on each rune set has been shifted toward the later bonus slots to promote wearing a full set of runes. Below is the list of the superior version of every rune set, as they were all changed. Please note the following about major and minor runes:All major runes have 60% of the stats and proc chances of the superior version of the rune.All minor runes have 40% of the stats and proc chances of the superior version of the rune.
Superior Rune of the Mad King+25 Power+5% Condition Duration+50 Power+15% Bleeding Duration+100 Power+20% Bleeding Duration; summon ravens to attack nearby enemies by activating an elite skill. (Cooldown: 45 seconds)
Superior Rune of the Baelfire+25 Power+10% Burning Duration+50 Power25% chance to gain vigor for 5 seconds when hit. Cooldown: 25 seconds.+100 Power+20% Burning Duration; 50% chance when struck to cause a fire nova. (Cooldown: 30 seconds)
Increased the radius to 240.Increased the damage by 100%.
Superior Rune of the Centaur+25 Power+10% Swiftness Duration+50 Power-50% Incoming Cripple Duration+100 Power+20% Swiftness Duration; when a healing skill is used, the player and all nearby allies gain swiftness for 10 seconds. (Cooldown: 10 seconds)
Superior Rune of the Citadel+25 Power+10% Fury Duration+50 Power25% chance when struck to gain fury for 15 seconds. Cooldown: 30 seconds.+100 Power+20% Fury Duration; 50% chance when struck to summon a bomb. (Cooldown: 15 seconds)
Superior Rune of the Elementalist+25 Power+35 Condition Damage+50 Power+65 Condition Damage+100 Power+20% Burning Duration; +20% Chill Duration.
Superior Rune of the Fighter+25 Power+35 Toughness+50 Power+65 Toughness+100 PowerWhen you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Superior Rune of the Fire+25 Power+10% Might Duration+50 Power25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)+100 Power+20% Burning Duration; when struck below 80% health, you gain a fire aura for 5 seconds. (Cooldown: 60 seconds)
Superior Rune of Hoelbrak+25 Power+10% Might Duration+50 Power25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)+100 Power+20% Might Duration; -20% Condition Duration applied to you.
Superior Rune of the Mesmer+25 Power+35 Precision+50 Power+65 Precision+100 Power+33% Daze Duration
Superior Rune of the Ogre+25 Power+35 Ferocity+50 Power25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)+100 Power+4% Damage
Superior Rune of the Pack+25 Power+10% Swiftness Duration+50 Power25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)+100 Power+20% Swiftness Duration; +125 Precision
Superior Rune of the Privateer+25 Power+10% Might Duration+50 Power25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)+100 Power50% chance to summon a parrot. (Cooldown: 60 seconds)
Superior Rune of the Scholar+25 Power+35 Ferocity+50 Power+65 Ferocity+100 Power+10% damage while your health is above 90%.
Superior Rune of Strength+25 power+10% Might Duration+50 Power+15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)+100 Power+20% Might Duration; +7% damage while under the effects of might.
Superior Rune of Vampirism+25 Power15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)+50 PowerAfter using a healing skill, your next attack steals health.+100 PowerWhen struck below 20% health, you become mist. (Cooldown: 60 seconds)
Superior Rune of Lyssa+25 Precision+5% Condition Duration+50 PrecisionWhen you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)+100 PrecisionWhen you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
Superior Rune of the Eagle+25 Precision+35 Ferocity+50 Precision+65 Ferocity+100 Precision+6% damage against targets with less than 50% health.
Superior Rune of the Ranger+25 Precision+35 Ferocity+50 Precision+65 Ferocity+100 Precision+7% damage while you have an active companion.
Superior Rune of the Rata Sum+25 Precision+10% Poison Duration+50 Precision+15% Weakness Duration+100 Precision+20% Poison Duration; 50% chance when struck to summon a radiation field. (Cooldown: 90 seconds)
Superior Rune of the Thief+25 Precision+35 Condition Damage+50 Precision+65 Condition Damage+100 PrecisionWhen striking a foe from behind or the side, gain +10% damage.
Superior Rune of the Dolyak+25 Toughness+35 Vitality+50 Toughness+65 Vitality+100 ToughnessRegenerate health every second.
This bonus is no longer a static amount. It will scale based on a character’s level, as well as scale slightly with the healing power stat.
Superior Rune of the Earth+25 Toughness+10% Protection Duration+50 Toughness25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)+100 Toughness+20% Protection Duration; when struck below 20% health, you gain a magnetic aura for 5 seconds. (Cooldown: 90 seconds)
Superior Rune of the Engineer+25 Toughness+35 Condition Damage+50 Toughness+65 Condition Damage+100 ToughnessWhile wielding a conjured weapon, environmental weapons, kits, banners, and stolen items, gain +7% damage.
Superior Rune of the Forgeman+25 Toughness+10% Burning Duration+50 Toughness+15% Protection Duration+100 ToughnessWhen struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
Superior Rune of the Guardian+25 Toughness+35 Healing+50 Toughness+65 Healing+100 ToughnessWhen you block a foe’s attack, burn that foe for 1 second.
Superior Rune of Melandru+25 Toughness+35 Vitality+50 Toughness-10% Incoming Condition Duration; -10% Incoming Stun Duration+100 Toughness-15% Incoming Condition Duration; -15% Incoming Stun Duration
Superior Rune of Mercy+25 ToughnessGain up to 400 toughness while reviving an ally, based on your level.+50 ToughnessYou resurrect allies with 30% more health.+100 ToughnessYou revive allied players 20% faster.
Superior Rune of Svanir+25 Toughness+10% Chill Duration+50 Toughness-50% Incoming Chill Duration+100 Toughness+20% Chill Duration; When you’re struck below 20% health, become a block of ice for 5 seconds. (Cooldown: 90 seconds)
Superior Rune of Resistance+25 Toughness-5% Incoming Condition Duration+50 Toughness-10% Incoming Condition Duration+100 ToughnessWhen you activate a signet skill, you gain aegis for 8 seconds. (Cooldown: 30 seconds)
Superior Rune of Exuberance+25 Vitality3% of vitality is converted to healing power.+50 Vitality5% of vitality is converted to precision.+100 Vitality7% of vitality is converted to power.
Superior Rune of the Ice+25 Vitality+10% Chill Duration+50 Vitality25% chance when struck to cause an ice nova. (Cooldown: 30 seconds)+100 Vitality+20% Chill Duration; +7% damage against chilled foes.
Superior Rune of the Lich+25 Vitality+5% Condition Duration+50 Vitality+10% Condition Duration+100 Vitality50% chance when struck to summon a jagged horror. (Cooldown: 60 seconds)
Superior Rune of Sanctuary+25 Vitality+5% Boon Duration+50 Vitality25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)+100 vitalityWhen struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
Superior Rune of the Trooper+25 Vitality+35 Toughness+50 Vitality+65 Toughness+100 VitalityShouts remove a condition from each affected ally.
Superior Rune of Speed+25 Vitality+10% Swiftness Duration+50 Vitality25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30 seconds)+100 Vitality+20% Swiftness Duration; +25% Movement Speed
Superior Rune of the Warrior+25 Vitality+35 Power+50 Vitality+65 Power+100 Vitality-20% recharge on weapon swap.
Superior Rune of the Wurm+25 Vitality+35 Ferocity+50 Vitality+65 Ferocity+100 Vitality7% of vitality is converted to ferocity.
Superior Rune of the Air+25 Ferocity+10% Swiftness Duration+50 FerocityWhen you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)+100 Ferocity+20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)
Superior Rune of the Golemancer+25 Ferocity+35 Precision+50 Ferocity+65 Precision+100 Ferocity50% chance when struck to summon a golem. (Cooldown: 90 seconds)
Superior Rune of Rage+25 Ferocity+10% Fury Duration+50 Ferocity25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)+100 Ferocity+20% Fury Duration; while under the effects of fury, gain +5% damage.
Condition Damage Runes
Superior Rune of Balthazar+25 Condition Damage+10% Burning Duration+50 Condition Damage+15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)+100 Condition Damage+20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Superior Rune of the Undead+25 Condition Damage+35 Toughness+50 Condition Damage+65 Toughness+100 Condition Damage7% of toughness is converted to condition damage.
Superior Rune of Tormenting+25 Condition Damage+10% Torment Duration+50 Condition Damage+15% Torment Duration+100 Condition Damage+20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)
Superior Rune of the Sunless+25 Condition Damage-5% Incoming Condition Duration+50 Condition Damage-10% Incoming Condition Duration+100 Condition DamageWhen you use an elite skill, you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: 45 seconds)
Superior Rune of Scavenging+25 Condition Damage25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)+50 Condition DamageAfter using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)+100 Condition Damage7% of vitality is converted to condition damage.
Superior Rune of Perplexity+25 Condition Damage+10% Confusion Duration+50 Condition Damage25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)+100 Condition Damage+20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Superior Rune of Orr+25 Condition Damage+10% Poison Duration+50 Condition Damage25% chance when struck to inflict poison for 10 seconds. (Cooldown: 20 seconds)+100 Condition Damage+20% Poison Duration; when struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
Superior Rune of the Aristocracy+25 Condition Damage+10% Might Duration+50 Condition Damage+15% Might Duration+100 Condition Damage+20% Might Duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Superior Rune of the Nightmare+25 Condition Damage+5% Condition Duration+50 Condition Damage+10% Condition Duration+100 Condition Damage50% chance when struck to inflict fear for 2 seconds. (Cooldown: 90 seconds)
Superior Rune of the Necromancer+25 Condition Damage+35 Vitality+50 Condition Damage+65 Vitality+100 Condition Damage+20% Fear Duration
Superior Rune of the Krait+25 Condition Damage+10% Bleeding Duration+50 Condition Damage+15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)+100 Condition Damage+20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Superior Rune of Grenth+25 Condition Damage+10% Chill Duration+50 Condition Damage25% chance when struck to inflict chill for 3 seconds. (Cooldown: 30 seconds)+100 Condition Damage+20% Chill Duration; when you use a healing skill, nearby foes are chilled for 3 seconds. (Cooldown: 10 seconds)
Superior Rune of the Afflicted+25 Condition Damage+10% Bleeding Duration+50 Condition Damage+15% Poison Duration+100 Condition Damage+20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
Superior Rune of the Adventurer+25 Condition Damage+35 Power+50 Condition Damage+65 Power+100 Condition DamageWhen you use a heal skill, you gain 50% endurance. (Cooldown: 10 seconds)
Healing Power Runes
Superior Rune of Dwayna+25 Healing+10% Regeneration Duration+50 Healing25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)+100 Healing+20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Superior Rune of the Flock+25 Healing15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)+50 HealingWhen the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.+100 HealingWhen you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Superior Rune of the Grove+25 Healing+10% Protection Duration+50 Healing25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)+100 Healing+20% Protection Duration; 50% chance when struck to root the attacking foe. (Cooldown: 90 seconds)
Superior Rune of the Monk+25 Healing+5% Boon Duration+50 Healing+10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)+100 Healing+10% outgoing heal effectiveness to allies.
Superior Rune of the Water+25 Healing+5% Boon Duration+50 Healing25% chance when struck to remove a condition. (Cooldown: 30 seconds)+100 Healing+15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Superior Rune of Altruism+25 HealingWhen using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)+50 Healing+10% Boon Duration+100 HealingWhen you use a heal skill, grant fury to nearby allies for 8 seconds. (Cooldown: 10 seconds)
Non-primary Stat Runes
Superior Rune of Divinity+8 to all stats+10 to all stats+12 to all stats+14 to all stats+16 to all stats+18 to all stats
Superior Rune of Infiltration+2% damage against foes with less than 50% health.+35 Precision+4% damage against foes with less than 50% health.+65 Precision+6% damage against foes with less than 50% health.When struck below 20% health, cloak for 4 seconds. (Cooldown: 60 seconds)
Superior Rune of the Traveler+8 to all stats+5% Boon Duration+12 to all stats+10% Boon Duration; +10% Condition Duration+16 to all stats+25% Movement Speed
Changes have been made to the following portions of the trait system: acquisition of specific traits, refunding of traits, and trait tier unlock levels.
Unlocking Trait TiersAdept trait tier will now unlock at level 30.Master trait tier will now unlock at level 60.Grandmaster trait tier will now unlock at level 80.
Acquiring Trait Points
Trait points have been condensed into 14 points (down from 70), each of which is equivalent to the value of 5 old trait points. This means that instead of granting 10 points of each trait-line-specific stat, each trait point will provide 50 points of the trait-line-specific stats. These will be distributed in the following manner:Level 30—1 Trait PointLevel 36—1 Trait PointLevel 42—1 Trait PointLevel 48—1 Trait PointLevel 54—1 Trait PointLevel 60—1 Trait PointLevel 66—2 Trait PointsLevel 72—2 Trait PointsLevel 78—2 Trait PointsLevel 80—2 Trait Points
Balancing Creature Stats
Creatures in the level range of 11-79 have had their stats adjusted to account for the player obtaining traits and stats from trait lines later on in the leveling process.
Unlocking TraitsTraits will now be locked by default and will require the player to unlock them via Trait Guides.All previously created characters will be grandfathered into the current system, which will unlock traits I-XII.Any newly created characters will start out with locked traits.Any new traits added to the game will be locked.
Trait Guides can be found in a multitude of different content throughout the world.Story dungeonsMini dungeonsWorld vs. WorldPersonal storyMap completionSpecific bosses
Trait Guides can also be purchased from profession trainers in capital cities or the Heart of the Mists at the following prices:Adept tier Trait Guides:
10 silver and 2 skill pointsMaster tier Trait Guides:
50 silver and 5 skill pointsCurrent Grandmaster tier Trait Guides:
1 gold, 50 silver, and 10 skill pointsNew Grandmaster tier Trait Guides:
3 gold and 20 skill points
Refunding TraitsThe Refund Traits button, which was previously only seen in the PvP areas of the game, has become game-wide. Refunding traits is free.A player can refund their traits anytime they are not in combat or a competitive PvP match.A minus button has been added directly below the plus button on each trait line to allow players to refund a single point out of a line at a time.
New Profession Traits
FireBlinding Ashes: Blind foes for 4 seconds when you burn them. (Cooldown: 5 seconds)
AirLightning Rod: Interrupting an enemy causes them to be struck by a lightning bolt that damages them and leaves them weakened for 4 seconds.
EarthStone Heart: You cannot be critically hit while attuned to earth.
WaterAquatic Benevolence: Healing done to allies (not self) is increased by 25%.
ArcaneElemental Contingency: Gain a boon when you are struck, based on your current attunement. (Cooldown: 10 seconds) The base durations of these boons are as follows:
Fire: 3.5 seconds of retaliationAir: 5 seconds of furyEarth: 2.5 seconds of protectionWater: 3 seconds of vigor
ExplosivesSynaptic Overload: Gain 3 seconds of quickness when you knock back or launch a foe. (Cooldown: 20 seconds)
FirearmsBunker Down: Create a proximity mine at your location when you critically hit with an attack. Mines have a 10-second duration and a 2-second cooldown.
InventionsFortified Turrets: Your turrets are surrounded by a reflective shield when created. The shield has a 4-second duration, which is canceled if the turret is picked up or destroyed.
AlchemyExperimental Turrets: Turrets apply boons to allies around them in a 600 radius every 10 seconds.
Thumper Turret: 3 seconds of protectionNet Turret: 10 seconds of swiftnessRifle Turret: 5 seconds of furyHealing Turret: 3 seconds of vigorRocket Turret: 3 seconds of retaliationFlame Turret: 3 stacks of might for 10 seconds
ToolsGadgeteer: Gadgets grant additional boons upon use. Boons vary based on the gadget being used.
A.E.D.: 3 seconds of retaliationPersonal Battering Ram: 5 seconds of furyRocket Boots: 4 seconds of vigorSlick Shoes: 8 seconds of regenerationThrow Mine: 6 seconds of aegisUtility Goggles: 5 stacks of might for 8 seconds
ZealAmplified Wrath: Burning damage is increased by 33%.
RadianceRadiant Retaliation: Retaliation damage scales from condition damage instead of power.
ValorCommunal Defenses: Grant 5 seconds of aegis to allies in a 360 range when you block an attack.
HonorForce of Will: Gain up to 300 vitality, based on your level.
VirtuesPurity of Body: Virtue of Resolve’s passive effects increase endurance regeneration by 15%.
DominationPower Block: Enemy skills that you interrupt have an increased cooldown of 10 seconds.
DuelingTriumphant Distortion: Gain 3 seconds of distortion upon killing an enemy.
ChaosBountiful Disillusionment: Gain boons each time a shatter skill is used.
Mind Wrack: 3 seconds of retaliationCry of Frustration: 3 stacks of might for 15 secondsDiversion: 5 seconds of furyDistortion: 8 seconds of regeneration
InspirationDisruptor’s Sustainment: Gain 1000 healing power for 5 seconds upon interrupting an enemy.
IllusionsMaim the Disillusioned: Enemies hit by shatter skills are inflicted with torment.
SpiteParasitic Contagion: 5% of the damage dealt by your conditions heals you. (This is not affected by healing power.)
CursesPath of Corruption: Dark Path now additionally converts 2 boons into conditions.
Death MagicUnholy Sanctuary: Regenerate health while you are in death shroud.
Blood MagicUnholy Martyr: Draw 1 condition from allies every 3 seconds while in death shroud, gaining 5% life force each time a condition is drawn.
Soul ReapingRenewing Blast: Life Blast heals allies that it passes through.
Deadly ArtsRevealed Training: Gain up to 200 extra power when striking an enemy from stealth, based on your level.
Critical StrikesInvigorating Precision: You are healed for 5% of outgoing critical strike damage.
Shadow ArtsResilience of Shadows: Stealth effects that you apply reduce incoming attack damage by 50%.
AcrobaticsAssassin’s Equilibrium: Gain 1.25 seconds of stability when striking an enemy from stealth.
TrickeryBewildering Ambush: Stealing also applies 5 stacks of confusion for 5.25 seconds.
MarksmanshipRead the Wind: Longbow and harpoon gun projectile velocity is increased by 100%.
SkirmishingStrider’s Defense: You have a 15% chance to block ranged attacks while engaged in melee combat.
Wilderness SurvivalPoison Master: When swapping pets, your pet’s first attack will inflict poison. Poison you apply deals 50% extra damage.
Nature MagicSurvival of the Fittest: Remove two conditions and gain fury when using a survival skill.
Beast MasteryInvigorating Bond: Your pet heals allies in an area when executing command abilities.
StrengthBurst Precision: Burst skills have a 100% chance to critically hit.
ArmsDual Wield Agility: Your attack speed is increased by 10% when wielding a sword, axe, or mace in your offhand.
DefenseRousing Resilience: Gain up to 1000 toughness when you break out of a stun, based on your level.
TacticsPhalanx Strength: When you grant yourself might, you grant 6 seconds of might to nearby allies as well.
DisciplineBrawler’s Recovery: Removes 1 stack of blindness when you swap weapons.
Balance and Bug Fixing
GeneralFear: This condition now functions as an interrupt and will trigger on interrupt functionalities.Player bundles (kits, conjured weapons, banners, etc.) will now scale damage based on the rarity of the player’s equipped weapon.Jezza’s Flamethrower:
Red Button: Fixed a bug that caused the AoE on this skill to be centered on the player’s target instead of on the player. Reduced the damage of this skill by 70%. Added a 20-second recharge.Underwater Net:
Throw Net: Added a 20-second recharge to this skill.Mine Kit: Updated the skill facts for this bundle to display the correct damage and radius.Fixed an issue that prevented attributes from scaling correctly when the player’s sidekick level changed within a zone.Fixed an issue in which some projectiles wouldn’t respect reflection and blocking bubbles. An example of this is the guardian’s Orb of Wrath.Non-targetable entities that cannot be damaged are no longer able to serve as valid attack targets.Fixed several server-side bugs that will help reduce skill lag in combat.Fixed an issue in which players would occasionally be unable to move if resurrected immediately after being downed.PvP rank achievements now use the account’s total accumulated rank points instead of personal score.The PvP rank medal on the Character Select screen now matches the in-game rank.
Removed player rank from the PvP scoreboard at the end of the match.
HumanPrayer to Lyssa: Reworked the percentage chances so that all boons have a more equal chance to activate. Added 3 seconds of stability. Increased duration of might from 5 to 15 seconds. Fury duration increased from 5 to 8 seconds.
AsuraRadiation Field: Added strike damage and unblockable skill facts.Elite Power Suit:
Gatling Fists: Added a strike damage skill fact.Power Suit Buff: Added a time left counter.
NornBecome the Wolf:
Howl: Added a skill fact for number of targets: 10.Call Owl: Changed the way this skill’s targeting works in order to make it more intuitive.
SylvariHealing Seed: Updated the hit box of the turret to better reflect the turret’s appearance.Seed Turret: Updated the hit box of the turret to better reflect the turret’s appearance.Grasping Vines: Updated the hit box of the vines to better reflect the turret’s appearance.
ElementalistBurning Speed: This skill now evades attacks.Frozen Burst: This skill is now a blast finisher.Water Trident: Added 3 seconds of regeneration to up to 5 allies in the radius.Arcane Shield: Reduced the maximum number of targets on the blast to 5. Fixed a bug that caused the skill to not deal damage when underwater.Signet of Restoration: Removed the split on this skill so that the signet passive heal amount will be increased in PvP to match the current PvE amount.Armor of Earth: Reduced the recharge from 90 seconds to 75 seconds.Fiery Greatsword:
Conjure Fiery Greatsword: Added a skill fact for number of targets: 3.Fiery Rush: This skill now aborts if Shadowstep or Teleport is used.Fiery Eruption: Added a skill fact for number of targets: 10.Firestorm: Added a skill fact for number of targets: 10.Cleansing Water: This trait no longer has an internal cooldown while in PvP.Static Field: Fixed a bug that allowed players to block the lightning field.Tempest Defense: Fixed a bug that prevented this trait from activating when an elementalist was hit by basilisk venom.Glyph of Elemental Power: Added a skill fact to indicate the recharge when the skill triggers its effect.Tornado: Fixed a bug that caused the area effect ring to persist if the player exited the skill early.Ice Spike: Fixed a bug that allowed the spell effects to continue even if the skill was canceled early.Dragon’s Tooth: Fixed a bug that allowed the spell effects to continue even if the skill was canceled early.Eruption: Fixed a bug that allowed the spell effects to continue even if the skill was canceled early.Earth Shield:
Magnetic Shield: Added a skill fact for number of targets: 3.Flamewall: Increased the number of targets from 4 to 5. Added a skill fact for number of targets: 5.Lava Font: Added a skill fact for radius: 120.Meteor Shower: Updated the skill fact to display the increased endurance regeneration while the player has the Zephyr’s Focus trait. Added a red ring to indicate area of effect for enemy players. Added a white ring for allied players.Lightning Cage: Added an unblockable skill fact.Lightning Hammer:
Lightning Storm: Added a skill fact for number of impacts. Updated the description of this skill to be more accurate.Cleansing Wave: Updated the skill fact for number of targets to display the correct number of targets.Ice Globe: Fixed a bug in which this skill’s explosion could only hit a single target. Added a skill fact for number of targets: 5.Signet of Fire: Added a precision increase skill fact.Signet of Earth: Added a toughness increase skill fact.Signet of Air: Added a movement speed increase skill fact.Signet of Water: Added a conditions cured skill fact.
EngineerEngineer Turrets: Fixed a bug causing all turrets to shoot slower than intended. Fixed a bug causing all turrets to have a larger hit box than intended.Deployable Turrets:
Fixed a bug in which engineers could activate overcharge skills before a turret finished deploying, wasting the skill and placing it on cooldown.Fixed a bug in which engineers could blow up their turrets before they finished deploying, dealing damage without destroying the turret.Fixed a bug in which turrets created with this trait were not benefitting from Rifled Turret Barrels.Automatic Fire:
Fixed a bug in which overcharging a turret with this skill would not increase its rate of fire.Updated the skill description to better communicate the skill’s effects.Electrified Net: Removed an incorrect skill fact for rate of fire increase.Net Turret: Reduced the cooldown on this turret’s basic attack from 13 seconds to 10 seconds. Decreased the immobilize duration from 3 seconds to 2 seconds on the basic attack.Rocket Turret: Changed this turret to allow it to benefit from traits that improve explosives.Explosive Rockets: Updated the duration skill fact to correctly display 4 seconds.Slick Shoes:
Fixed a bug that caused this skill to have a 30% reduced recharge when traited with Speedy Gadgets.Added an unblockable skill fact.Updated the oil slick skill fact to display the correct duration.Poison Grenade: Reduced the poison duration per pulse from 5 seconds to 3 seconds.Box of Nails: Reduced the cast time from 1 second to .75 seconds. Added an unblockable skill fact.Box of Piranhas: Reduced the cast time from 1 second to .75 seconds.A.E.D.: Reduced the cast time from 1 second to .75 seconds.Automated Response: The health threshold of this trait has been increased from 25% to 33%. Condition duration reduction has been reduced from 100% to 50%.Rocket: Changed this skill to allow it to benefit from traits that enhance explosive attacks.Timed Charge: Changed this skill to allow it to benefit from traits that enhance explosive attacks.Autodefense Bomb Dispenser: Fixed a bug that caused the smoke field from this skill to be visually displayed before it took effect.Grenade Kit:
Fixed a bug that caused grenades to explode twice before being destroyed when used under water.Added a skill fact for number of grenades to all grenade skills.Fixed a bug that sometimes prevented grenades from having any effect if they directly hit certain destructible structures.Updated the description of this skill to be more accurate.Blowtorch: Added a skill fact for distance scaling.Blunderbuss: Added a skill fact for distance scaling.Fire Bomb: Added a skill fact for number of pulses.Smoke Bomb: Added a skill fact for number of pulses.Magnet: Added an unblockable skill fact.Mortar: Added a stability skill fact. Fixed a bug that prevented mortar shots from having any effect if they directly hit certain destructible structures.Mine Field:
Added a vulnerability skill fact when the player has the Steel-Packed Powder trait.Fixed a bug that prevented trait points in the Tools line from lowering the cooldown of this skill. Added a skill fact to indicate boon removal.Throw Mine: Added a vulnerability skill fact when the player has the Steel-Packed Powder trait. Updated the size of the ground-targeting reticle to match the size of the explosion.Toss Elixir R: Updated the underwater skill facts to display correctly. Added a skill fact for conditions removed: 1.Toss Elixir C: Added a radius skill fact. Updated the skill fact to display the correct number of conditions converted into boons. Updated the description of this skill to be more accurate.Toss Elixir S: Removed the chance to gain stability when using this skill under water, making the underwater functionality of this skill the same as the above-water functionality.Throw Napalm: Added a skill fact for combo field: fire.Acid Bomb:
Added a skill fact for jump distance: 550.Removed a duplicate strike damage skill fact.Homing Torpedo: Added a radius skill fact.Throw Junk: Updated the damage skill fact to scale with the Always Prepared trait.Grappling Line: Updated the damage skill fact to scale with the Always Prepared trait.Booby Trap: Updated the damage skill fact to scale with the Always Prepared trait.Reserve Mines: Added a fact to indicate this trait’s boon removal functionality.Elixir S: Fixed a bug that caused the skill facts to be displayed incorrectly when traited with Fast-Acting Elixirs.Elixir X: Fixed a bug in which players would remain in plague or rampage form after entering or exiting water.Steel-Packed Powder: Fixed a bug that would add a skill fact for vulnerability to thrown elixir skills when players did not have the Acidic Elixirs trait.Drop Antidote: Added a skill fact for number of conditions removed: 1. Updated the description of this skill to be more accurate.Toss Elixir:
Fixed a bug that would prevent these skills from having any effect when thrown against certain destructible structures.Fixed a bug that caused the above water and underwater versions of these skills to have separate cooldowns.Explosive Shot: Renamed this skill to Fragmentation Shot to clarify that this skill is not affected by traits that enhance explosions.
GuardianSearing Flames: This trait now activates only if the target has a boon on them.Vigorous Precision: Increased the recharge from 5 seconds to 10 seconds.Healing Breeze: This skill has been rescaled so that the guardian receives 50% of the heal up front, and the remaining healing is distributed over 5 ticks to the caster and up to 5 allies in the cone’s radius.Litany of Wrath: Reduced the cast time from 1 second to .75 seconds.Zealot’s Flame: Updated the skill fact to correctly display the burning duration. Fixed a bug that caused burning to be applied twice when activated.Sanctuary: Updated the skill fact to display the correct healing amount.Hallowed Ground: Updated the skill fact to better communicate how the skill works.Merciful Intervention: Added a radius skill fact.Shield of the Avenger: Updated the skill description to better communicate the skill’s effects.Smite Condition: Fixed a bug that caused this skill to occasionally damage enemies outside of its radius.
MesmerIllusions X—Phantasmal Haste: Fixed a bug that caused the illusions created by Illusionary Mariner, Phantasmal Berserker, Phantasmal Swordsman, and Phantasmal Warden to be unaffected by this trait.Phantasmal Warden: Fixed a bug that caused this skill to go on cooldown without being cast. Fixed an issue in which the warden would be in range of an enemy but not begin attacking.Masterful Reflection: Fixed a bug that prevented the player from gaining reflection when they gained distortion from activating signets.The Prestige: Fixed a bug causing the radius on the blind condition to be smaller than intended.Time Warp: Fixed a bug that caused the skill to enter cooldown twice.Critical Infusion: Increased the recharge from 5 seconds to 10 seconds.Halting Strike: Fixed a bug that occasionally caused this trait to instantly kill targets.Illusion of Drowning: Changed the skill from multi-hit to single-hit, increasing damage to compensate. Updated the skill fact to reflect this.Illusion of Life:
Fixed a bug that would reset the cooldown for this skill when Far-Reaching Manipulations was equipped.Fixed a bug in which the skill would count the player as one of the max targets.Added a skill fact for number of targets: 3.Arcane Thievery: Fixed a bug that would reset the cooldown for this skill when Far-Reaching Manipulations was equipped.Illusionary Mariner: Added a skill fact for number of hits.Mind Spike: Updated the skill facts to correctly display the number of boons removed: 1.Phantasmal Disenchanter: Added skills facts for boons removed and conditions removed. Added a skill fact for number of bounces: 5.Portal Entre/Exeunt: Added a range threshold skill fact.
NecromancerReanimator: This trait has been merged into Death Nova.New Adept Minor Trait—Armored Shroud: Gain bonus toughness while in death shroud.Protection of the Horde: This trait has been merged into Flesh of the Master.New Master Minor Trait—Soul Comprehension: Increases the passive life force generation from nearby deaths.Plague Signet: The activation of this signet will now transfer blind, instead of causing the skill to miss.Reaper’s Touch: This skill no longer uses a longer casting animation when traited with Spiteful Talisman. Updated the skill fact to indicate the correct regeneration duration (5 seconds).Vampiric Master: Reduced the effectiveness of this trait by 10%. The healing portion of this trait will now scale with the necromancer’s healing power stat.Reaper’s Mark: This skill no longer has a reduced cast time when traited with Greater Marks.Death Shroud: Fixed a bug that caused necromancer skills to be locked for 1 second after exiting death shroud. Removed old text from this skill’s description stating that entering Death Shroud removes spectral effects.Lich Form: Fixed a bug in which entering Lich Form would not remove all of the effects of Spectral Walk. Fixed a bug in which this skill would occasionally go on full cooldown after being interrupted.Quickening Thirst: Fixed a bug in which this trait would not activate if a player only had a dagger in their off-hand.Blood to Power: Fixed a bug in which this trait would not correctly update the player’s power stat.Death Nova: Fixed a bug that prevented this trait from properly activating when a player is down.Putrid Explosion: This skill is no longer unblockable.Training of the Master: Reduced the damage increase to minions from 30% to 25%.Dhuumfire: This trait has been changed so that it will make Life Blast inflict 3 seconds of burning with a 10-second recharge. This trait is no longer split between PvP and PvE.Plague: Fixed a bug that caused the ring effect to persist on the player if they exited the skill early.Signet of Vampirism: Fixed a bug that caused downed players to be immune to the signet.Corrosive Poison Cloud: Added an unblockable skill fact.Chilling Wind: Added a skill fact for number of targets: 3.Tainted Shackles: Added a skill fact for immobilize. Added a duration skill fact.Putrid Mark: Added a skill fact for number of conditions removed.Marks: Added a blast radius skill fact to all marks on the staff weapon (4 total).Deadly Feast: Added skill facts for duration and number of impacts.Locust Swarm: Added skill facts for duration and number of impacts.Signet Mastery: Added might skill facts to all necromancer signet skills while this trait is equipped.Life Siphon: Updated the skill fact to scale correctly with healing power.Life Leech: Updated the skill fact to scale correctly with healing power.Blood Is Power: Fixed a bug that prevented this skill’s self-bleed from activating if the necromancer had no target.
RangerPet responsiveness updates:
F2 command: Pets will now immediately begin using these skills as soon as they are commanded to do so.Attack command: This skill will now break the pet out of its current skill and cause the pet to immediately attack the intended target.Pets no longer have an initialization time after being summoned, where they would stand around doing nothing.A fix was made so that spamming pet commands will no longer cause the pet to freeze and do nothing.Ranger pets will now reengage in combat if players toggle their mode from passive to guard while in combat.Pet updates:
Protection: Updated the duration of the protection skill fact to correctly display 10 seconds.Snow Leopard:
Icy Pounce: Fixed a bug causing the chilled effect to be applied four times instead of twice, as originally intended.Lashtail Devourer:
Lashtail Venom: Updated the description of the buff applied by this skill to correctly state that the player’s next two attacks will stun their victims.Keen Edge: This trait is now classified as a Survival skill. Fixed a bug that caused the trait to trigger at 50% health rather than the indicated 75%.Lightning Reflexes: This skill now removes immobilize.Hunter’s Call: Fixed a bug that caused the hawks summoned by this skill to become obstructed if line of sight was broken between the player and their target.Call of the Wild: Fixed a bug that caused pets to think that using this skill was a hostile action.Flame Trap: Fixed a bug so that the combo field radius would properly increase when the Trapper’s Expertise trait is equipped.Frost Trap: Fixed a bug so that the combo field radius would properly increase when the Trapper’s Expertise trait is equipped.Trapper’s Expertise: Fixed a bug in which thrown traps would not work when placed on certain buildings.Empathic Bond: Fixed a bug so conditions will only be transferred when the pet is alive.Spirit of Nature: Reduced the healing per second while summoned from 480 to 320.Viper’s Nest: This skill is now a poison combo field.Sun Spirit: Fixed a bug that caused the spirit to have a 3-second base burn when triggered by a projectile.Concentration Training: Added a combat only skill fact.Compassion Training: Added a combat only skill fact.Expertise Training: Added a combat only skill fact.Malicious Training: Added a combat only skill fact.Pet’s Prowess: Added a combat only skill fact.Man O’ War: Updated the skill fact to display the correct number of attacks.“Guard”: Updated the skill description to better reflect the duration of buffs. Updated the skill description to better reflect the skill’s behavior.“Search and Rescue”: Added a range skill fact.Muddy Terrain: Added skill facts for number of targets (5) and radius (240).Stone Spirit: Added a skill fact for number of targets (3) to the spirit’s Quicksand skill.Splinter Shot: Added a skill fact for number of targets: 5.Whirling Defense: Added a skill fact for number of targets: 3.Mercy Shot: Updated the skill facts to correctly display the bonus damage for shooting wounded targets.Feeding Frenzy: Added a radius skill fact. Updated the damage skill fact to display the correct number of attacks.Nature’s Bounty: This trait now displays the regeneration duration increase on tooltips.Furious Grip: This trait has been updated to display the correct duration of fury (5-second base).Storm Spirit: Updated the spirit’s buff description to better reflect the buff’s behavior.Hide in Plain Sight: Updated the trait description to correctly reference being knocked back instead of pushed back.Healing Spring: Fixed a bug in which the regeneration skill fact would not turn blue when affected by Nature’s Bounty.Entangle: Updated the hit box of the vines to better reflect their appearance.
ThiefFixed an issue in which initiative would occasionally be removed during the resurrection process.Smoke Screen: Fixed a bug that sometimes caused this skill to appear at the target’s position instead of the player’s position.Steal: Fixed a bug in which this skill would be obstructed after shadowstepping to the target if there was an obstacle between the thief and the target upon activation.Basilisk Venom: Fixed an issue that caused the target to interrupt themselves, instead of the thief being the source of the interrupt.Pistol Whip:
This skill has been split between PvP and PvE. It will now cost 6 initiative in PvP, while maintaining a 5 initiative cost in PvE.Updated the skill facts to show the bonus damage from Combined Training.Added an evasion skill fact.Disabling Shot (Shortbow):
Reduced the length of this skill’s evasion component from 100% of the skill’s duration to 64% of the skill’s duration—an overall reduction of .3 seconds.Evasion is still applied immediately upon using the skill.Fixed an issue that caused the player to stop moving momentarily when using this skill on opponents behind the thief.Backstab: Updated the skill fact to display the correct damage amount with Dagger Training.Black Powder: Added a radius skill fact (120).Signet of Agility: Updated the skill fact to display the correct amount of precision gained.Signet of Malice: Added a might boon skill fact when the player has the Signets of Power trait.Shadow Refuge: Updated the skill fact to display the correct healing amount.Choking Gas: Reduced the poison per pulse from 5 seconds to 3 seconds. Added a weakness skill fact when traited with Lotus Poison.Cloaked in Shadow: Fixed a bug in which this trait would blind enemies while the thief was already stealthed.Venomous Knife: Updated the poison skill fact to scale with the Potent Poison trait.Escape: Updated the poison skill fact to scale with the Potent Poison trait.Exploding Venom Sack: Updated the poison skill fact to scale with the Potent Poison trait.Rusty Scrap Strike: Updated the poison skill fact to scale with the Potent Poison trait.Throw Scale: Updated the poison skill fact to scale with the Potent Poison trait.Whirling Axe: Fixed a bug in which this skill would interact with combo fields incorrectly.Tripwire: Added strike, cripple, and knock down skill facts.Twisting Fangs: Updated the skill facts to show damage from multiple hits.Flanking Strike (Dual): Updated the skill facts to show the bonus damage from Combined Training.Stab (Dual): Updated the skill facts to show the bonus damage from Combined Training.Shadow Strike: Updated the damage skill fact for the second strike to display the correct damage amount.Infiltrator’s Arrow: Added a skill fact for number of targets: 3.
WarriorRampage: Fixed a bug in which players would remain in this transformation under water, preventing the use of any skills.Arcing Shot: The damage of this skill has been reduced by 15%. Fixed a bug with the skill’s damage fact that displayed a much lower damage amount when traited with Burning Arrows.Impale (Sword):
The time this skill is active has been reduced from 10 seconds to 4 seconds.Torment is now applied every second that the skill is active, rather than every 3 seconds.Reduced the number of torment stacks when the missile hits from 2 to 1 to compensate for the increase in pulses, so that the number of stacks remains the same.This skill will no longer fire at enemies behind the warrior.Merciless Hammer: Damage to stunned and knocked down foes has been decreased from 25% to 20%.Shrug It Off: Fixed a bug in which this trait required two conditions to trigger.Deep Strike: Fixed a bug that caused bonus precision to be calculated incorrectly.Building Momentum: This trait now correctly awards 15% endurance on using skills. Fixed a bug that caused this trait to grant additional condition duration to the warrior.Adrenal Health: Updated the trait fact to scale with healing power.Kick: This skill now correctly functions with Mobile Strikes.Dogged March: Added a cooldown trait fact.Charge: Fixed the range skill fact to correctly display radius instead (1200).Rending Strikes: This trait now displays the amount of vulnerability it applies.Healing Signet: Reduced the passive heal by 8%.Pin Down: Added a new warm-up effect. Increased the cast time from .25 seconds to .75 seconds.Battle Standard: Renamed the Warbanner this skill summons to Battle Standard in order to keep it consistent with the skill’s name and description.Whirling Axe: Fixed a bug in which this skill would interact with combo fields incorrectly. Fixed a bug in which duplicate skill facts would be displayed when mousing over this skill.
Structured Player vs. Player
Glory will be completely phased out and unable to be obtained.The 8v8 custom arenas hosted by ArenaNet have been removed.Custom arena owners must now have the Autobalance option enabled or the arena will be marked as No Progression.Ranks have been changed to be easier to obtain for all players.Equipment merge
All Mystic Forge recipes for crafting PvP items have been removed along with PvP crafting materials.Updated achievement text to be more consistent.Removed the water from the PvP lobby.
All PvP maps have had their water combat removed so we also removed the water-combat tutorial area.Fixed a bug in which trait selection was available on servers with skill-locking enabled.Fixed a bug in which players were not showing their defeated icon on the minimap.Fixed a bug in which rank achievement would not be calculated with rank points earned.Added new amulets: Cavalier and MagiAdded a new rune: TravelerAdded new sigils: Generosity and Renewal
World vs. World
Commanders: The Commander buff is now only displayed to friendly players.Siege Weapons: Normalized the hit boxes of all siege gadgets.
BLACK LION TRADING COMPANY GEM STORE
New Items and PromotionsRampart heavy armor skins, Strider’s medium armor skins, and Incarnate light armor skins are now available in the Style category for 800 gems each.Wintersday outfits are available for one week only to celebrate the improvements to outfits with the new Wardrobe system. Pick up outfits in the Style category for 800 gems.
ImprovementsRemoved the delay on the first note when playing a harp or drum.Transmutation Charges now drop from Black Lion Chests instead of Transmutation Crystals.Trade history has been reduced to the most recent 90 days to improve viewing performance.
Posted: Apr. 15 @ 08:07 PM
- Elder Scrolls Online:
The Elder Scrolls Online v1.0.3 Patch Notes
Patch notes are now available for the most recent update to The Elder Scrolls Online. Some of the highlights include bug fixes for the much maligned Banished Cells in Auridon, as well as some fixes to accidentally deconstructing the helmet your character is currently wearing. Some of the notes also include nerfs to bosses, and […]
Posted: Apr. 15 @ 11:14 AM
- Elder Scrolls Online:
Tamriel Infinium: Seriously, you should craft in Elder Scrolls Online
Filed under: Fantasy, News Items, Opinion, Mac, Guides, Crafting, The Elder Scrolls Online, MMORPG, Tamriel Infinium
I've come to the conclusion that Elder Scrolls Online is not a game you want run through quickly. If you fly past each town just running from quest marker to quest marker, you'll miss some of the most important things the game has to offer and burn-out comes that much faster. In the first day, we had a player reach max level in less than 18 hours. Of course, some players cry "exploit," but for me, that's not really the point. I would feel I was missing something if I rushed to the end. And because I didn't rush to the end, I can try out some parts of Elder Scrolls Online that I would not even think about trying in any other MMO, like crafting.
I have a long-standing angst toward crafting in MMOs. I played Ultima Online, but I didn't really craft in that game. I didn't start to understand the importance of crafting until I played Star Wars Galaxies. As we know, crafting was central to the success of that game. But after ZeniMax announced that an auction house would not exist in ESO, I wrote off crafting as unimportant and ultimately a waste of my time.
Then late in beta, a friend of mine crafted a set of armor for me. I was surprised. The armor she made was better than my looted armor. I had to find out more. I put this little primer together for those who want to get started making their own weapons and armor.Continue reading Tamriel Infinium: Seriously, you should craft in Elder Scrolls OnlineTamriel Infinium: Seriously, you should craft in Elder Scrolls Online originally appeared on Massively on Tue, 15 Apr 2014 12:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 15 @ 10:00 AM
- Elder Scrolls Online:
The Tamriel Chronicle, Issue #54
Open up today’s issue and discover new fan creations, resources, and more.
Posted: Apr. 15 @ 09:03 AM
- Guild Wars 2:
PAX East 2014: Guild Wars 2 on the Feature Pack and beyond
Filed under: Fantasy, Game Mechanics, Patches, News Items, Guild Wars 2, Events (Massively's Coverage), Buy-to-Play
If you're a Guild Wars 2 fan, we all know what you're excited about today. After a year(ish) of small incremental patches and living story, the game is rolling out a big patch full of features appropriately dubbed the Feature Pack. It's not new content, but it's a lot of big bonuses and improvements to the ways that players already play the game's existing content. And we got to see a bit of it in action at PAX East.
Some of the information about how these features will work has already been discussed, but not everything, and seeing all of the improvements in action definitely gave a sense of tangible change not visible in development blogs. It's part of a shift in ethos for the development team, as well; rather than trying to roll out changes along with Living Story updates, ArenaNet is implementing a big set of improvements at once to make the whole update feel meatier.Continue reading PAX East 2014: Guild Wars 2 on the Feature Pack and beyondPAX East 2014: Guild Wars 2 on the Feature Pack and beyond originally appeared on Massively on Tue, 15 Apr 2014 09:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 15 @ 07:00 AM
- Guild Wars 2:
Free Transmutation Charges, New Armors, and More in the Gem Store!
The April 2014 Feature Pack is live! Enjoy tons of new features, new items in the Black Lion Trading Company, and a gift of five free Transmutation Charges!Read More
Posted: Apr. 14 @ 05:02 PM
- Guild Wars 2:
Release Notes for the April 2014 Feature Pack
The April 2014 Feature Pack is live! Read on for today’s release notes.Read More
Posted: Apr. 14 @ 05:01 PM
- Guild Wars 2:
Game Update Notes - April 15, 2014
Last Post: Apr 15, 2014 00:39 Structured Player vs. Player Glory will be completely phased out and unable to be obtained. The 8v8 custom arenas hosted by ArenaNet have been removed. Custom arena owners must now have the Autobalance option enabled or the arena will be marked as No Progression. Ranks have been changed to be easier to obtain for all players. Equipment merge All Mystic Forge recipes for crafting PvP items have been removed along with PvP crafting materials. Updated achievement text to be more consistent. Removed the water from the PvP lobby. All PvP maps have had their water combat removed so we also removed the water-combat tutorial area. Fixed a bug in which trait selection was available on servers with skill-locking enabled. Fixed a bug in which players were not showing their defeated icon on the minimap. Fixed a bug in which rank achievement would not be calculated with rank points earned. Added new amulets: Cavalier and Magi Added a new rune: Traveler Added new sigils: Generosity and RenewalWorld vs. World Commanders: The Commander buff is now only displayed to friendly players. Siege Weapons: Normalized the hit boxes of all siege gadgets.BLACK LION TRADING COMPANY GEM STORENew Items and Promotions Rampart heavy armor skins, Strider’s medium armor skins, and Incarnate light armor skins are now available in the Style category for 800 gems each. Wintersday outfits are available for one week only to celebrate the improvements to outfits with the new Wardrobe system. Pick up outfits in the Style category for 800 gems.Improvements Removed the delay on the first note when playing a harp or drum. Transmutation Charges now drop from Black Lion Chests instead of Transmutation Crystals. Trade history has been reduced to the most recent 90 days to improve viewing performance.
Posted: Apr. 14 @ 04:23 PM
- Elder Scrolls Online:
Elder Scrolls Online answers Craglorn questions
Filed under: Fantasy, Lore, Patches, Previews, Community Q&A, The Elder Scrolls Online, Subscription
If you were intrigued by the reveal of Elder Scrolls Online's upcoming Craglorn zone expansion but felt as though there were gaps in your formal education, prepare to get schooled.
ZeniMax posted a new community Q&A today about Craglorn. The studio said that there will be rewards for everyone, not just those who make the leaderboards. Players can expect to spend between a half-hour to 1.5 hours per trial with 60 resurrections allowed for the group as a whole, and they will need to be at least veteran rank 11 to participate.
Some players had asked what these Celestials are, to which ZeniMax responded, "The Celestials are a new concept based on the existing lore of the constellations in The Elder Scrolls games. There's quite a bit of lore in Craglorn that will be interesting for fans to discover."Elder Scrolls Online answers Craglorn questions originally appeared on Massively on Mon, 14 Apr 2014 16:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 14 @ 02:00 PM
- Elder Scrolls Online:
Craglorn “Ask Us Anything” Highlights
In a recent news post on the Elder Scrolls Online homepage, ZeniMax answered some questions in an “Ask Us Anything” geared towards their recently announced update to the game, Craglorn. Some of the major nuggets to come out of this is that we shouldn’t expect every update in the future to be an Adventure Zone, […]
Posted: Apr. 14 @ 01:53 PM
- Elder Scrolls Online:
Elder Scrolls Online: Latest Ask Us Anything Focuses on Craglorn
The latest Ask Us Anything feature has been posted on the Elder Scrolls Online site. This time the team tackles player questions that specifically deal with the game's first adventure zone, Craglorn.
Posted: Apr. 14 @ 12:49 PM
- Guild Wars 2:
Log In for Free Transmutation Charges
Log In for Free Transmutation Charges
Tomorrow is 15 April 2014, the day of the first ever Guild Wars 2 feature pack. Make sure to log-in tomorrow and get free transmutation charges from the in-game store by clicking the [O] button and going to the promotions tab!
The April 2014 Feature Pack launches tomorrow! Among the many exciting features that we’ll be introducing is the account Wardrobe system, which makes it easier than ever to collect every possible look in Tyria! Through the Wardrobe, every cosmetic skin you collect will be made accessible to every character on your account.
To get you started with this new system, we’re giving away five free Transmutation Charges per account to everyone who logs in between the launch of the Feature Pack and 11:59 a.m. PT tomorrow, April 16! Visit the Promotions tab in the Gem Store to check out this and other offers!
On a related note, do not forget to transform all of your transmutation crystals and stones tomorrow to receive additional transmutation charges tomorrow.
Posted: Apr. 14 @ 12:00 PM
- Elder Scrolls Online:
Ask Us Anything: Craglorn
Today, we’re tackling your questions about ESO’s first Adventure Zone.
Posted: Apr. 14 @ 10:14 AM
- Elder Scrolls Online:
The Daily Grind: Do you feel pressured to level faster?
Filed under: Fantasy, Game Mechanics, MMO Industry, PvE, Opinion, The Elder Scrolls Online, Subscription
I've been playing Elder Scrolls Online pretty much daily since early release, but I just now dinged level 25 on my main character. I'd probably be a bit further along if I hadn't been consumed with altitis and some early-game decisional paralysis, not to mention I've spent a significant chunk of time crafting.
I'm seeing a bunch of level 50s, though, and even though ESO is one of those rare themeparks that offers incentives for exploration and things to do off of the beaten paths, I'm feeling somewhat envious of all these higher-level folk.
What about you, Massively readers? Do you feel any pressure -- either from yourself or from others -- to speed up your leveling process?
Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!The Daily Grind: Do you feel pressured to level faster? originally appeared on Massively on Mon, 14 Apr 2014 08:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 14 @ 06:00 AM
- Guild Wars 2:
Log In Tomorrow for Free Transmutation Charges
After the release of the Feature Pack tomorrow, you’ve got just one day to pick up your five free Charges!Read More
Posted: Apr. 13 @ 06:00 PM
- Elder Scrolls Online:
Major Bank Bug Terrorizing The Elder Scrolls Online
If you’ve played ESO the past week, you know that the game is currently going through its post-launch bugs. From quests not working to character advancement being halted, these instances are normal within the first days of any MMO. However, there seems to be a bigger bug effecting players in a whole new way. According […]
Posted: Apr. 13 @ 03:54 PM
- Guild Wars 2:
One Shots: Bobble heads
Filed under: Screenshots, EVE Online, Fallen Earth, Culture, Guild Wars 2, One Shots, Miscellaneous, The Elder Scrolls Online
Did we all have a good April Fools' Day this year? Oh hush you; this is why nobody invites you to parties. I certainly had fun, especially while running around with my giant bobble-headed characters in Guild Wars 2. Giant bobble heads are scientifically proven to make any video game 75% more enjoyable.
Reader HawkEye sent me in a disturbing number of screenshots with his large noggins, but I chose this one because it also tickled me that the animals had their heads enlarged. "'Sup Mister Ram?" HawkEye said. "Don't headbutt me, okay? Please?"
I think that creature more wanted to end its misery than contribute to yours, HawkEye, so hopefully you survived the experience. What other strange views await you in the rest of this column? Probably nothing this strange, that's for sure.Continue reading One Shots: Bobble headsOne Shots: Bobble heads originally appeared on Massively on Sun, 13 Apr 2014 10:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 13 @ 08:00 AM
- Elder Scrolls Online:
The Stream Team: Double trouble in The Elder Scrolls Online
Filed under: Fantasy, Video, New Titles, Livestream, The Elder Scrolls Online, The Stream Team
What happens when you throw two of Massively's crew together in The Elder Scrolls Online? Double the trouble, of course! Tamriel won't know what hit it when MJ and Shawn take on the newbie experience of the Ebonheart Pact. As a bonus, viewers can help guide the adventure as part of Shawn's Choose My Adventure series. Join us live at 9:00 p.m. to be a part of the shenanigans of two Nightblades on the town.
Game: The Elder Scrolls Online
Host: MJ Guthrie and Shawn Schuster
Date: Saturday, April 12th, 2014
Time: 9:00 p.m. EDT
Enjoy our Stream Team video below.Continue reading The Stream Team: Double trouble in The Elder Scrolls OnlineThe Stream Team: Double trouble in The Elder Scrolls Online originally appeared on Massively on Sat, 12 Apr 2014 21:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 12 @ 07:00 PM
- Guild Wars 2:
PAX East Feature Patch Interview
I sat down with Colin Johanson and John Peters during the first day of PAX East to go over the content patch going live on Tuesday. Most of the patch features themselves are not really reflected in play testing so I spent quite a bit of the time I spent with them watching the ANet developers back in Seattle gang up on John repeatedly in the 5v5s while we talked about the Megaserver system. Before we moved on to John’s endless demises, we went over the other features and I got to see the way the User Interface had been developed to bring these systems into the game.
The first thing on the table was the update to the traits system. I am sure most of you know the basics of the current system and the main changes to the system that were announced, so I am going to skip straight to the gushy center. You can find them in the previous blogs that were released about the feature patch if you haven’t read them. The basics are: the addition of 5 new traits per class, a rework of the existing traits, a reduction in the overall number of trait points in order to make “every click matter,” free trait point refunds, and a new system revolving around discovering or unlocking traits.
Five new traits per class have been added and the existing traits have been reworked to bring more depth to the system. Colin and John were both excited by the trait changes since the reworks focused on bringing more skilled support choices into play. The game had been marketed as moving away from the dreaded “Holy Trinity” but Colin felt that the message had slowly morphed into an idea that the developers didn’t want players to be able to play specialized support roles. The trait updates have definitely improved the choices for those players that love playing healers or other roles focused on bolstering their allies.
A new guardian trait gives aegis to the guardian’s party every time the guardian successfully blocks an attack (20 second cooldown). Necromancer traits included some that caused conditions to heal the Necromancer when they were in death shroud or added support effects to the Life Blast skill. Elementalist traits provided more opportunities to create support effects from the skilled use of attunements. The new traits often focus on encouraging skilled usage of the classes unique abilities to allow better players to have a larger impact on their party.
Traits can now be respecced anywhere, anytime, at no charge. I will pause for a bit to allow you to rejoice… Don’t worry, I cheered too. We can now switch builds on the fly to better fill in gaps in a party’s abilities or if we happen to get bored of using a specific build while running around in Orr. Gone are the days of running to a trainer and forking over gold just to change how we played.
During development Arenanet had originally talked about how the trait system would involve unlocking traits by going out into the world and completing challenges or discovering locations. One of the original examples of that was completing a challenge for a well renowned sword master in the region in order to unlock a trait related to his expertise. I mentioned remembering that example while we talked and Colin reflected on how long ago that seemed. It was a long time ago, as far as Guild Wars 2’s life is concerned, and it looks like we are swinging back around.
While originally developing the system, the developers soon learned that their original plans just wouldn't work the way they wanted them to. The system simply didn't fit with how they envisioned the trait system and the other game systems worked so they shelved it. The new trait acquisition system is an evolution of that original idea.
There are locations out in the world that have tasks in order to unlock the traits. Each location has a single trait for each class and by completing the tasks, you unlock the local trait for the class you are currently on. The system is similar to the Guild Wars 1 elite capturing system that players loved so much but it removes the annoyance of having to hope that a specific boss spawned in order to capture his skill.
All these trait changes are an exciting change for Guild Wars 2. Colin and John were excited by how the system is built to allow them to add even more traits in the future in an organic manner. The addition of the tasks to unlock traits allows them to add another reason for a player to go back into older maps they may have abandoned, helping to keep the entire world populated. Players always like having new toys.
The game had been marketed as moving away from the dreaded “Holy Trinity” but Colin felt that the message had slowly morphed into an idea that the developers didn’t want players to be able to play specialized support roles. The trait updates have definitely improved the choices for those players that love playing healers or other roles focused on bolstering their allies.
Next up we talked about the new wardrobe. John was happy to show off the number of skins he had unlocked, but when he opened the skin list that is now available in the bank tab, it readily became apparent just how far he had to go. Colin mentioned that there are more skins in the game than some players realize and hopes that the new interface helps to show these players that there are more looks out there for them.
The system allows players to show off their goodies without cluttering their bank with armor they hardly ever wear. Unlocking a specific skin opens that skin up across the entire account, not just the specific character. The interface is quite simple allowing a player to search for a specific gear slot and pick from any skin unlocked. At the click of a button, the skin is applied and away you go.
PvP players, don’t worry! You aren’t being left out to dry. All the above changes, of course, roll over into PvP, but even more quality of life changes are coming. You won’t have to run around to different NPCs in order to change your gear anymore. A central page has been added allowing you to change skins, builds, and armor or weapon modifications all in the same place. The Rune of the Traveler is being unlocked for SPvP so be prepared to chase down some speedy opponents.
A new map has been added. A map that has no capture points. No capture points you ask? Yes, no capture points. Players have been using custom maps to run their own deathmatch games for a while now by just ignoring the existing capture points. The developers want to support the PvP community and have created a map just for this purpose. It will only be available in custom games for now, but if the game type is met positively by the community as a whole it could be added in to the standard rotation as well. I know a lot of PvP players have wanted this for a while and it willing be arriving to an arena near you this Tuesday. The PvP announcements have already bolstered the SPvP community. Colin was particularly excited about the increase in numbers in registration for the recently announced Tournament of Legends, with registration for the tournament increasing by almost 10x more than past registration numbers. Only time will tell if the numbers will stay at the new level, but the developers will be watching closely to help support the growing player numbers there.
Here comes the piece de resitance, the big kahuna, the feature to end all features. Please excuse me if I use some phrases incorrectly here; I am ridiculously excited about the Megaserver (and you should be too).
The Megaserver system has been designed to better develop the in game community and increase player interaction. Players are automatically brought together based upon their existing connections in order to fill maps with people you already run in to. As a social gamer at heart, I threw up a “Success Baby” fist when we got to this feature which got a laugh out of Colin and John. This is about the time where John got hit with a Quaggan finisher.
The system’s algorithm uses a combination of the player’s party members, friend list, currently represented guild, other guilds, home world, and language in order to place players together. Gone are the separate maps for different worlds and gone is having to choose what server to guest on today. Hop in a map and play with your friends with no hassles. Sounds great right?
The answer was that the megaserver can pretty much use any parameter the developers want it to. Which led to the question: Should it?
Some players have had concerns about the system. The most salient of these being from the roleplaying community. The roleplaying community in games typically organize themselves on to a specific server. This serves a couple of purposes: concentrating them together, reducing the number of “trolls” that come in to annoy the role players, and just increasing the sense of togetherness the community has. Players have concerns that the new Megaserver will destroy this. It won’t, it will actually make it better.
I spent a long time talking with Colin about this. I actually spent most of the time in the interview talking about the Megaserver as a whole and a good half of that conversation revolved around these concerns. As an occasional roleplayer myself, I wanted to ensure that the communities that existed already wouldn’t be hurt by the new systems.
The Megaserver still concentrates like characters together. Your friends and guild members aren’t going to be ripped from you with this system and even the players in the roleplaying worlds will continue to be together. At the surface level, the system seems pretty straight forward, but when you follow Colin down the rabbit hole, a whole new perspective opens up. The Megaserver actually concentrates friend groups that you might not know existed. Your friends and guild members will be in the map with you, but remember that they have friends and other guilds as well and that THEY have friends and guild members too. These people are going to be in your maps just as often as your friends are and are going to become familiar faces to you as well, increasing the likelihood of them becoming your friends. Guild members often just become a name in a chat room that you never really get to know. With the new system, Colin sees guilds actually becoming closer with one another and the interpersonal interactions actually getting more personal.
What about trolls? The megaserver actually makes it harder for people to troll roleplayers. Or at least it makes it harder for them to actively seek us out. With the current guesting system, people can hop over and berate roleplayers at will. The megaserver removes guesting and makes actively seeking out targets more difficult. Yes, incidental contact with trolls is going to be more likely, but we all know that you can’t avoid them all and most of the community is used to the occasional troll or two. We know how to handle them. The flipside to that is incidental contact with potential roleplayers has now increased.
How did you get in to roleplaying, you ask? I started in DAoC by just happening to choose the server the RP community used. I didn’t know what roleplaying was; I didn’t choose that server on purpose. I am a roleplayer purely by chance. If I hadn’t chosen that server, I never would have stumbled into Orien and asked him “What the heck are you doing?” I wouldn’t be the gamer I am today, and the megaserver makes this more likely to happen. They don’t have to pick your server by chance, they just get dropped in with you on occasion. Adding people to the community is always a plus.
The conversation morphed into another beast I don’t think any of us really expected. I asked a pretty simple question about if the megaserver would be able to use more in depth data such as people you had partied with in the past or people who liked the same content as you. The answer was that the megaserver can pretty much use any parameter the developers want it to. Which led to the question: Should it?
Should we want the game to drop us in with players like us? Say I am a jumping puzzle fanatic, overly simplified and silly of course but it is easy to use. If the server puts people like me together, I am likely to interact primarily with other “jumpers” and no one else. I wouldn’t ever really have a reason to do any other content and the game would be fracturing possible connections. We all agreed this was bad. Colin and I both view MMOs as a social world where the players build connections. The game systems should support this, not work in a way that inhibits it. Sure, the system can micromanage player placement even further than it currently does, but the developers are fully aware that there are parameters you just shouldn’t use. Personally, I think it would be hilarious if they dumped everyone with a Twilight skin active into the same map but it isn’t going to happen.
To wrap it up, I am excited. I am one of those players that jump in and out of game. I get bored and move on and come back for a bit. The new patch makes me want to jump back in and I call that a successful patch. Arenanet has goals for the systems and plans to develop them further in ways that benefits the community. This feature pack should bolster existing communities and help new ones form. I look forward to future social improvements, and that isn’t just me being selfish.
You stay classy Tyria.
Posted: Apr. 12 @ 09:52 AM
- Elder Scrolls Online:
Elder Scrolls Lore: ESO in Perspective
Join Josh, head nerd behind the Lore Series, as he explores the story and setting of The Elder Scrolls Online. Donate to the series @ http://www.shoddycast.com/ Facebook | http://Facebook.com/ShoddyCast Twitter | http://twitter.com/ShoddyCast Season 1 | https://www.youtube.com/watch?v=A-chDClmdos&list=PL7pGJQV-jlzCPBUy9uAXQUXZ4UBaDLKS5&index=3 Disclaimer: Lore is subject to rumor found in the game universe.
Posted: Apr. 11 @ 06:29 PM
- Elder Scrolls Online:
Elder Scrolls Online lowers the banhammer
Filed under: Fantasy, Legal, The Elder Scrolls Online, Subscription
Elder Scrolls Online cheaters beware! ZeniMax is taking aim at your head with its mighty banhammer.
Community Manager Jessica Fulsom posted an announcement today of the studio's opening shots against evil-doers: "Today, we made our first major strike against those who choose to cheat in ESO, permanently banning thousands. This is only the beginning of our ongoing efforts to keep the game free from botters, speed hackers, and gold spammers. We want to thank everyone who has sent in-game reports about these individuals in ESO -- your reports helped us identify many of the accounts we banned today."Elder Scrolls Online lowers the banhammer originally appeared on Massively on Fri, 11 Apr 2014 18:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 11 @ 04:00 PM
- Elder Scrolls Online:
Harry Partridge on ESO
The YouTube comedian and animator goes back to Tamriel in a new cartoon. Sing along!
Posted: Apr. 11 @ 07:00 AM
- Elder Scrolls Online:
The Daily Grind: What's your favorite MMO-related song?
Filed under: Fantasy, Video, Culture, MMO Industry, Opinion, The Daily Grind, The Elder Scrolls Online, Music
We talk MMO soundtracks in depth here at Massively, but by and large our focus is on instrumental, orchestral, or electronic scores. Recently I've been setting my MP3 player on auto-repeat for a vocal track, though. It's called Beauty of Dawn and it comes to you courtesy of The Elder Scrolls Online and fan favorite Malukah, who rose to fame a couple of years ago on the strength of her Dragonborn cover.
What about you, Massively readers? What's your favorite MMO-related song (or artist)?
Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!Continue reading The Daily Grind: What's your favorite MMO-related song?The Daily Grind: What's your favorite MMO-related song? originally appeared on Massively on Fri, 11 Apr 2014 08:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 11 @ 06:00 AM
- Elder Scrolls Online:
The Think Tank: Putting The Elder Scrolls Online's launch in context
Filed under: Fantasy, Bugs, Events (Real-World), Launches, New Titles, Opinion, The Elder Scrolls Online, The Think Tank, Subscription
If you've been around the MMO industry long enough, you know that MMO launches rarely go smoothly for everyone. Some of them even crash and burn in such spectacular ways that veterans are still invoking their names a decade later. This week, I polled a few of the Massively staffers about the launch of the Elder Scrolls Online. How did it fare compared to some of the trainwrecks in MMO history?Continue reading The Think Tank: Putting The Elder Scrolls Online's launch in contextThe Think Tank: Putting The Elder Scrolls Online's launch in context originally appeared on Massively on Thu, 10 Apr 2014 20:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 10 @ 06:00 PM
- Elder Scrolls Online:
Elder Scrolls Online recommends third-party auction forum for trading
Filed under: Fantasy, Economy, The Elder Scrolls Online, Subscription
One of the more interesting omissions from Elder Scrolls Online's feature set is a lack of an in-game auction house, as the team preferred guild stores instead. But that hasn't stopped the fans from filling in the gap and even the developers from pointing players to the workaround.
ZeniMax tweeted a recommendation today that fans check out TESO Elite's Marketplace forum as a facilitator of in-game trading: "Looking to buy, sell, and trade in-game goods and services in #ESO? Then @TesoElite's new marketplace is for you."
The studio previously explained why it decided to omit an auction house from the MMO: "You don't necessarily want to do a global auction house for a game with one giant server because that generally leads to all the best gear being available at very, very cheap prices. A lot of times that can trivialize the game. You cannot have a healthy economy when there are no restrictions on getting the best stuff in the game."Elder Scrolls Online recommends third-party auction forum for trading originally appeared on Massively on Thu, 10 Apr 2014 16:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 10 @ 02:00 PM
- Elder Scrolls Online:
The Stream Team: Strolling through Stros M'Kai in Elder Scrolls Online
Filed under: Fantasy, Video, New Titles, Livestream, The Elder Scrolls Online, The Stream Team
After checking out The Elder Scrolls Online's newbie island for the Aldmari Dominion, Massively's MJ cant wait to take her Redguard to the Daggerfall version, Stros M'Kai. Just think of all the pots, urns, and chests she can pilfer! Of course, any new adventure is better with friends by your side (usually to egg you on into doing something really crazy, but still!), so join us live in chat or in game at 3:00 p.m. EDT to be a part of the next step in a young Redguard's life.
Game: The Elder Scrolls Online
Host: MJ Guthrie
Date: Thursday, April 10th, 2014
Time: 3:00 p.m. EDT
Enjoy our Stream Team video below.Continue reading The Stream Team: Strolling through Stros M'Kai in Elder Scrolls OnlineThe Stream Team: Strolling through Stros M'Kai in Elder Scrolls Online originally appeared on Massively on Thu, 10 Apr 2014 15:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 10 @ 01:00 PM
- Elder Scrolls Online:
Elder Scrolls Online: Review in Progress #2
For the first week's article, head here. I've locked in around 30 hours so far, I'm sitting at level 17, and just finally completed the first main zone of the Ebonheart Pact. By completed, I mean I've finished the quests achievement, unlocked all the POIs on the map, and collected every skyshard available. And yet, I've not completed the Fungal Grotto and I've not even set foot in Cyrodiil.
Posted: Apr. 09 @ 05:06 PM
- Guild Wars 2:
Make your own kind of music in Guild Wars 2
Filed under: Fantasy, Game Mechanics, News Items, Guild Wars 2, Music, Player-Generated Content, Buy-to-Play
You could be forgiven for overlooking the new drum in Guild Wars 2's cash shop -- it's just a cosmetic thing for roleplayers who stand around town, right? Well, not exactly, and a developer diary from ArenaNet audio programmer Aaron McLeran aims to explain why you should care (and buy all the things). The drum actually allows players to select from two modes: a pre-set groove mode, which lets you auto-play several drum tracks solo or in time with other players' tracks, and user groove mode, which starts to travel into Lord of the Rings Online territory. Says McLeran,
The first five skill buttons have five unique drum sounds respectively. Each sample can be triggered individually so the drum can perform like our previous instruments in free-play mode. The only difference is the drum will quantize beat events so that they always sound good to you - and in rhythm. If you push the sixth or seventh skill slot, you put the drum into "loop-record" mode. If this is the first time you've pushed it, you'll hear a nice little click-track (that only you can hear!) that gives you an idea of where the "global" pulse is. Think of it like a count off: "A one, a two, a one two three four!" Then, when you push the drum sample set skill buttons again, they'll actually loop back on themselves. You can build up ever more complicated and funky grooves.
We just have one question: Where's our Bard class?Make your own kind of music in Guild Wars 2 originally appeared on Massively on Wed, 09 Apr 2014 19:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 09 @ 05:00 PM
- Elder Scrolls Online:
Tamriel Foundry Wages War In Bloodthorn!
Hear ye, hear ye, Tamriel Foundry members on the North America PC/Mac megaserver of The Elder Scrolls Online; many of you have inquired recently about our plans to choose a specific campaign in ESO, and after careful deliberation and examination of the options we are excited to plant the TF standard on the field of battle within the Bloodthorn [...]
Posted: Apr. 09 @ 02:36 PM
- Elder Scrolls Online:
The Tamriel Chronicle, Issue #53
ESO has officially launched! Enjoy some new fan creations to continue the celebration.
Posted: Apr. 09 @ 11:02 AM
- Elder Scrolls Online:
Choose My Adventure: Elder Scrolls Online welcomes another Khajiit
Filed under: Fantasy, News Items, Hands-On, Choose My Adventure, The Elder Scrolls Online, Subscription
I'd like you all to welcome your new character in The Elder Scrolls Online: Fa'saad! Get it? Fa'saad...like façade because he's a sneaky Nightblade ... oh nevermind.
The character you created for me is a male Khajiit Nightblade from the Ebonheart Pact. I will be playing him for the rest of the month from the perspective of a veteran MMO gamer who is excited to see what this year's triple-A MMO can bring to the table not only for MMO fans but for fans of the Elder Scrolls series. This week's article will be an introduction to the character and more polls for you to vote on to help this character progress in the early game.Continue reading Choose My Adventure: Elder Scrolls Online welcomes another KhajiitChoose My Adventure: Elder Scrolls Online welcomes another Khajiit originally appeared on Massively on Wed, 09 Apr 2014 12:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 09 @ 10:00 AM
- Guild Wars 2:
ANet answers community questions on GW2 Feature Pack livestream
Filed under: Fantasy, Video, Game Mechanics, MMO Industry, News Items, Guild Wars 2, Buy-to-Play
If you've got questions about Guild Wars 2's April Feature Pack, ArenaNet has answers. In fact, it's already published a few of them via a livestream that happened yesterday and is now archived on YouTube for your viewing pleasure.
Associate game director John Corpening, gameplay programmer Ryan Diederich, and UI designer Kate Welch are your hosts, and they spend about 17 minutes powering through community-generated queries collected from forums and social media.
See for yourself after the break!Continue reading ANet answers community questions on GW2 Feature Pack livestreamANet answers community questions on GW2 Feature Pack livestream originally appeared on Massively on Wed, 09 Apr 2014 10:30:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 09 @ 08:30 AM
- Guild Wars 2:
Save 20% on Character Slot Expansions!
This Wednesday, April 9 through Wednesday, April 16, Evon Gnashblade is shredding the price of Character Slot Expansions! You can find them for 20% off in the Upgrades...Read More
Posted: Apr. 08 @ 07:00 PM
- Guild Wars 2:
Introducing the new Drum Instrument!
Audio programmer Aaron McLeran talks in-depth about the new Drum musical instrument!Read More
Posted: Apr. 08 @ 06:05 PM
- Guild Wars 2:
Foostival 2014, a Celebration
Foostival 2014 was a huge success! Here’s our recap video.Read More
Posted: Apr. 08 @ 06:00 PM
- Elder Scrolls Online:
An Open Letter: Why I’m Playing ESO
Dear Listeners, Viewers, Fans, Friends I honestly didn’t think I’d have to do this. But due to constant accusations, badgering, questioning, and in some rare cases, genuine innocent curiosity, I feel that I obligated to pen such a letter. In the past weeks, I have been absolutely bombarded with questions regarding how I’ll be playing […]
Posted: Apr. 08 @ 02:39 PM
- Guild Wars 2:
Flameseeker Chronicles: Customization and playing together in Guild Wars 2's feature pack
Filed under: Fantasy, Patches, Opinion, Guild Wars 2, Flameseeker Chronicles, Buy-to-Play
As of last week, ArenaNet has revealed all of the major features Guild Wars 2 players can expect to see in April 15th's highly anticipated feature pack. When I say "highly anticipated," I mean that a large part of the playerbase is collectively vibrating and may soon gain enough momentum to will April 15th into arriving immediately. If they don't manage it, at least we've only got a week to wait.
Until then, we've got plenty of GW2 discussion to tide us over. Most of the feature pack announcements have been well-received, and there's a lot to look forward to, but I still have a few minor nits to pick. Blame it on nits being easier to find when everyone's head is 200% bigger.Continue reading Flameseeker Chronicles: Customization and playing together in Guild Wars 2's feature packFlameseeker Chronicles: Customization and playing together in Guild Wars 2's feature pack originally appeared on Massively on Tue, 08 Apr 2014 13:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 08 @ 11:00 AM
- Elder Scrolls Online:
Elder Scrolls Online: The Challenge is Welcome
While there have been a few bumps in the road for the launch of The Elder Scrolls Online, these have been typical for MMOs. Launch has worked out mostly as anyone with MMO experience might expect, with some players experiencing issues, and some painful growing pains that began once the gates opened up to the masses. Yet this will concentrate more on some pain of a different kind - the kind inflicted upon players through gameplay.
Posted: Apr. 08 @ 06:10 AM
- Elder Scrolls Online:
Elder Scrolls Online: Tamriel Trading Tips
Making cash in Elder Scrolls Online can be difficult, here are a few tips from Iron Ore baron Adam Tingle to make you rich in Tamriel.
Posted: Apr. 07 @ 05:50 PM
- Guild Wars 2:
New Drum instrument and Avian Minis in the Gem Store!
This week we’re proud to present the brand-new rhythmic Drum playable instrument, new miniatures, and more!Read More
Posted: Apr. 07 @ 05:01 PM
- Guild Wars 2:
Guild Wars 2 encourages patch mystery and player speculation
Filed under: Fantasy, Interviews, Patches, Guild Wars 2, Buy-to-Play
Death to Guild Wars 2 patch notes? ArenaNet might not be going that far, but it may be getting a lot more secretive about them in the coming months.
In an interview on IGN today, Lead Developer Colin Johanson said that the team learned a lot from the first season of GW2's living world, especially how much the players loved to speculate and discover patch additions organically. He said that the team observed players becoming more engaged when ArenaNet dropped in content that wasn't spelled out in the patch notes.
Johanson said this trend will continue: "You don't know what's going to happen and you don't know what you're going to find. Every week you want to search every corner of the world because the next hint for the living world could be hidden anywhere."
Johanson talked about the great changes to the world, especially in regard to the team nuking the city of Lion's Arch. He mentioned a player who predicted that the event would occur back in January: "It was really interesting for us to see that, and to be able to point back at him and say, 'Hey man, you nailed it!' and to be able to call that out was really cool."Guild Wars 2 encourages patch mystery and player speculation originally appeared on Massively on Mon, 07 Apr 2014 16:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 07 @ 02:00 PM
- Elder Scrolls Online:
Elder Scrolls Online: Craglorn, Game's First Adventure Zone, Revealed
The Elder Scrolls Online team has revealed new information about the game's first Adventure Zone, Craglorn. Craglorn will be added to the game for all players later this month. Adventure Zones allow small groups of 4-12 players. Check out this video!
Posted: Apr. 07 @ 12:50 PM
- Guild Wars 2:
Chalice of Glory Bug
Last Post: Apr 07, 2014 19:41 There is currently a bug affecting the Chalice of Glory. This item is found as a part of the Digital Deluxe Edition and the Digital Deluxe Upgrade. The issue is that this item is incorrectly granting 5000 Glory Points instead of 5000 Rank Points. We have temporarily disabled the use of the Chalice of Glory while we work to correct this bug.Once this bug is resolved, the existing Chalice of Glory item will be updated to grant 5000 Rank Points. Players who have not used the item yet will be able to use it and gain 5000 Rank Points.Our Customer Support team will be sending a replacement Chalice of Glory that will correctly grant 5000 Rank Points to players who have already used this item and were incorrectly given Glory Points.Players who purchase the Digital Deluxe Edition and Digital Deluxe Upgrade will get the correct item, but will have to wait for the fix before it can be activated.Thanks for your understanding while we correct this issue, and we apologize for the inconvenience this may have caused.
Posted: Apr. 07 @ 12:41 PM
- Elder Scrolls Online:
Introducing Adventure Zones – Craglorn
Today, ZeniMax Online Studios released an awesome video previewing and showcasing some of the amazing group PvE content that we can look forward to having added to The Elder Scrolls Online in the coming weeks. This four-minute video depicts some gorgeous scenery from Craglorn, an area bordering Cyrodiil to the south of Bangkorai. This zone contains [...]
Posted: Apr. 07 @ 11:28 AM
- Guild Wars 2:
How Players are Permanently Changing Guild Wars 2's Living World
How Players are Permanently Changing Guild Wars 2's Living World
In an interview with IGNs Leah B. Jackson, Arenanet game director Colin Johanson looks back at the first season of the Living World, the upcoming feature patch, and lessons learned during the first season. He also briefly outlines some design changes for Living World patches that are coming as a part of season two. You can read the full interview on IGNs website.
The other takeaway is how players get more excited for a story if it creates a permanent change in the world, or creates a sense that the world is constantly evolving. "That is something we're going to embrace more in future seasons," Johanson said. Players want to feel like they have an impact, and they like going back six months after an event ends to see what that impact is.
Posted: Apr. 07 @ 11:16 AM
- Elder Scrolls Online:
Here's a look at ESO's first major content update
Filed under: Fantasy, Trailers, Video, Game Mechanics, MMO Industry, Patches, News Items, PvE, Dungeons, The Elder Scrolls Online, Subscription
Ready for Elder Scrolls Online's first major content update? Me too, but since it's not out yet, we'll have to make do with this video preview. It's a four-minute clip detailing the Craglorn adventure zone, which is aimed at high-level players and features new quests, incentives to explore, main story updates, dungeons, and quite a bit more. Click past the cut to see for yourself!Continue reading Here's a look at ESO's first major content updateHere's a look at ESO's first major content update originally appeared on Massively on Mon, 07 Apr 2014 12:30:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 07 @ 10:30 AM
- Elder Scrolls Online:
Elder Scrolls Online Patch Notes v1.0.2: 4/7/14
Recent patch notes for Monday, April 7th. Posted by Gina Buno OVERVIEW The Elder Scrolls Online v1.0.2 features a number of fixes to existing content, mainly focusing on quests that were blocking progression. FIXES & IMPROVEMENTS Alliance War General •Fixed an issue where siege weapons in Cyrodiil could have odd behavior after a crash. Crafting […]
Posted: Apr. 07 @ 10:13 AM
- Elder Scrolls Online:
Elder Scrolls Online: Craglorn Content Update Trailer Revealed
The first major content update for Elder Scrolls Online is due out in May, and this trailer from Zenimax Online studios highlights some of the things you'll get access to when the free update hits the live servers.
Posted: Apr. 07 @ 09:34 AM
- Elder Scrolls Online:
Discover our first Adventure Zone in this video sneak peek.
Posted: Apr. 07 @ 07:00 AM
- Elder Scrolls Online:
The Daily Grind: What's your definition of a polished MMO launch?
Filed under: Fantasy, Launches, MMO Industry, Opinion, The Daily Grind, The Elder Scrolls Online, Subscription
I feel bad for ZeniMax, because it put itself in a bit of a no-win situation when it declared that Elder Scrolls Online's launch would be "polished" and "lag-free." The first of those terms is of course subjective, and there's quite a bit of wiggle room in the entire statement, but even so it was the equivalent of painting a bullseye on your chest and inviting the chorus of anti-ESO snarkanauts to take their best shot.
From my 50-hours-of-playtime perspective, though, the launch has in fact been completely lag-free. It's also been one of the more polished overall launches I've experienced in a number of years, though I wouldn't say it's number one (Lord of the Rings Online had fewer quest bugs out of the gate, which was all the more impressive since smooth MMO launches were unheard of in 2007).
In any case, what's your criteria for a "polished" MMO launch? Assuming you played ESO last week, does it qualify?
Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!The Daily Grind: What's your definition of a polished MMO launch? originally appeared on Massively on Mon, 07 Apr 2014 08:00:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments
Posted: Apr. 07 @ 06:00 AM