No eu testing? :P
This round of testing is taking place during office hours with NA guilds.
Congrats, [Att] and [DnT]!
I assume the testers are free to discuss the content, like in the case of the new WvW borderland testing?
No, this is private testing and all participants are bound by NDA.
Congrats, [Att] and [DnT]!
Try not to leak anything this time?
If you’re referring to an accusation that one of these guilds was involved in a “leak,” you should be aware that our team investigated the matter in depth and neither of these guilds was guilty of doing that.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
As our next step in developing raids for Guild Wars 2, we have invited a few members of established guilds to help us test raids. We look forward to getting their feedback.
Selected members of the following guilds will be testing:
- Attuned [Att]
- Death and Taxes [DnT]
These guilds were chosen through referrals and we are not accepting testing applications. However, if we decide to expand the test in the future to invite more guilds, we’ll let you know!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Could I ask you to post your crash logs (preferably as attachments)? They can be found in %appdata%\Guild Wars 2\ArenaNet.log.
Thanks!
Hello All,
There are a couple of reasons for the change to reset time. One is for the overall quality of the game. The last few years we have been careful to not disrupt the WvW reset time but this has at times made it difficult for our team to address issues during reset day. This change will give our team an extra day of the week that they can use to respond to issues that may occur with WvW or any other area of the game if it is necessary. In the early days we wanted reset to be during a weekday to ensure we had people available to monitor the game at reset time, but at this point we have seen the ongoing stability of World vs. World and resetting on a weekday is no longer necessary.
Another reason is the emergent gameplay that has come from reset. It has become one of the most exciting times for WvW and we would really love for more players to have the opportunity to experience it. We have many more players logging in on Saturday than on Friday which means with this change many more people will be available to experience the rush of claiming objectives for their world during reset.
However, given the concerns posted here we will be moving the Saturday reset to earlier in the day to give most players the majority of the day to enjoy the start of the new match. Immediately after launch the new time will be 11am PDT / 2pm EDT (6 pm UTC) for NA and 11am BST / 12 pm CEST (10 am UTC) for EU. Keep in mind that the following week with the end of Daylight Savings Time / Summer Time the reset times will be pushed even earlier to 10am PST/ 1pm EST and 10am GMT / 11am CET.
Thank you for your feedback. We realize that no time we pick is going to work for everyone but this change is going to benefit even more players overall while at the same time giving us a little more breathing room to improve the quality of the game during the week.
Thanks,
John
You will be able to level it with tomes like you can with other professions.
I work on systems, combat, skills, and balance.
Haha, thanks…or maybe not. :P
<3
Edit: didn’t realize this was locked. Forgive me mods!
For more information on this can be found here:
https://www.guildwars2.com/en/news/rethinking-guilds/
One of my first experiences with Silverwastes, I saw another player who was holding some rubble, throw the rubble brick at a Husk, which in turn knocked the Husk flat on its kitten.
I just about fell out of my chair from laughing.
I didn’t even know you could do that! Probably better than my puny bow. 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
I’m going to respond to a couple of comments (and probably remove them from this thread). I just don’t think we need them here, and here’s why:
I’m a player. I play every night. As a player, I find what was recounted in a couple of posts to be very rude behavior towards another player. As a member of the GW2 team, I find it disappointing that someone feels it’s ok to grief another player. In fact, I’m pretty sure that everyone here knows we have a strong stance against harassment and griefing. Sure we have pretty high expectations for our players, but the truth is that they almost always meet those expectations.
What happened in a few cases shared here wasn’t funny or amusing. Sometimes people tell stories about situations that are unkind, rude, and potentially distressing activities. Let’s not do those things, or share those stories. The community will be better for it.
Edit to add: The thread itself is just fine — lighthearted, fun, and engaging. No worries there!
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
(edited by Gaile Gray.6029)
Roy I hope you won’t vanish on us after launch!
Kidel, we will get vuln with the attack.
Nope, no vanishing.
Any news on that GM trait from the Retribution spec you mentioned before? It sounded awesome. Did you ditch the idea entirely?
Yup, that’s a thing. Rite of the Great Dwarf procs when hit at or below 50% HP and makes Rite of the Great Dwarf provide 50% condition damage reduction as well.
I work on systems, combat, skills, and balance.
Your issue may be related to a Story Journal bug that was reported earlier.
https://forum-en.gw2archive.eu/forum/support/bugs/Personal-Story-Skipped-every-mission-in-Orr/first
The good news is that we’re deploying a fix with the Heart of Thorns release (10/23) that should correct the problem, assuming it’s the same underlying issue.
Please report back if this is still an issue after the 10/23 update. I may ask for some additional info. Thanks!
In the meantime, check your Content Guide settings to make sure they’re allowing display of Personal Story steps:
F11 > Content Guide > Default
Thanks much.
Does that mean we will wake up on 23rd (the ones who will sleep) and HoT will be ready for us? :O!
That is correct: Heart of Thorns will be live!
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Reposting Izzy’s and my reponses from before:
John Smith:
This is interesting, but I would point out some things to look into if you try this again. As Izzy said, we make a lot of balance changes so you have to keep major changes from balance changes in mind. Running weights on the goods is something you should do, unfortunately the weighting can be slightly arbitrary and that drastically changes the results, so you end up with results entirely hinged on a series of variables that don’t necessarily have a scientific backing. Lastly, be very careful of putting variables in a model that feed into each other, that will cause the model to over-represent changes in a single set. Arguably you could fix this by proper weighting, but this gets really tricky when there’s a lot of variables mixing together. Oh, actually lastly, don’t use precursors, really don’t use anything that doesn’t trade at a reasonable velocity or anything that’s too much of a luxury.
Overall though, I think this is a great effort given the resources you have to work with and a really interesting read.
Izzy:
Neat stuff some things to keep in mind is in a game economy players control then printing of currency irl governments tightly control that.
Also demand on items change greatly based on updates which can look like inflation but is just a shift in demand (this is more clearly seen in the precursors, or silk) this makes it hard to judge purely on an index alone.
We spend a lot of Econ balancing on managing supply and demand of each material and currency and tweak both sides of that equation. For example butter was rock bottom at the start but we rebalanced its in/outs so it’s increase is not from inflation.
Just some other ways to think about this stuff
The treasury is separate from the guild bank. Since you cannot remove items from it there is far less (no?) concern about it being abused by RMT.
Currently Play for Free players are able to donate to it.
Hello, my fellow Halloween Fanatics,
I don’t think the team can extend the holiday in any form, as there are other things coming, and all the various teams within the development team need to get everything properly scheduled and good to go.
I decorate my house for more than a month in celebration of Halloween, and I do see how extending the festival is a tempting idea. However, with the knowledge that “other cool stuff is coming,” I hope you’ll agree that two weeks is a goodly time period this year. (We can hope for a slightly longer festival next year, perhaps? I don’t know that, but we can hope.
)
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
I love LOVE that staff. It’s beautiful and has a wonderful name: Nevermore. Excited about that.
I see it more as a ranger (druid) weapon, with a branch and a crow, this screams “nature magic” to me…
Agree. And I will try to get it for my new Druid. 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
OMG, i just thought. Gaile are there ever going to be guild hall decorations from festivals like the mad king and winters day we could collect for our halls?!? I just thought how awesome that would be!
That would be… shockingly and entirely and stupendously awesome, I agree! I’m going to nab the first person I see and ask about this. I may not be able to answer right away, but the idea, if not already planned, is a great thing to get “on the radar.” 
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
You should be good to go now Halcyon.8637.
Vox Machinum, 80
Hyper Threaded, 80
I’ve cleared you from the pvp match you were stuck in Trayzer.7268.
Vox Machinum, 80
Hyper Threaded, 80
I’ve verified everyone in this thread are now unstuck. Please let me know if you are still stuck.
Apologies for this issue. We are working on it.
Vox Machinum, 80
Hyper Threaded, 80
I’ve cleared everyone above this post. I will continue to monitor this thread throughout the day. Please post if you are still stuck.
Many apologies!
Vox Machinum, 80
Hyper Threaded, 80
I’ve cleared everyone who posted above this post. I will continue to monitor this thread throughout the day.
Also – please note: if you are stuck in a pvp map you can clear yourself by logging out of the game for for 10 mins.
Vox Machinum, 80
Hyper Threaded, 80
Here’s what the Heart of Thorns release will look like for WvW:
- On the morning of Thursday, October 22nd, WvW will be terminating without completing or updating Glicko ratings as normal. This will be the end of the classic (“Alpine”) Borderlands maps for the foreseeable future.
- On entering the build with the new Heart of Thorns content, all of your spent WvW Ability points will be refunded. Recall these can be spent differently per character, and spending them on one character doesn’t spend them on any others.
- WvW’s reset time will be changed to be 24 hours later in NA and EU. It will now occur on Saturdays instead of Fridays.
- At the moment Heart of Thorns content becomes available, WvW will prepare its maps. Including the new Desert Borderlands map. There’s no guarantee the matchups from earlier in the week will be the same as the new ones (or that they’ll be different).
- The new round will run until the new reset times on Saturday, then end and update Glicko ratings. After it comes up again, WvW will be running as “normal” except for the changed reset times and the new Desert Borderlands.
Seth I do have a couple more questions if you’d be so kind to answer them if you can.
Could core players fully navigate a guild hall map? I’m asking because Lost Precipice seemed to rely a lot on gliding in the stream. Or do they get all waypoints unlocked inside without having to get in proximity of them?
Also wondering if they can use the guild materials storage/deposit for upgrades.
You can walk to most all places in Lost Precipice, it is just not nearly as fast or fun. Getting to the entrance requires gliding but once the Guild Hall is claimed guild members can teleport to it via the button on the guild panel.
Non HoT players can donate to the treasury.
HoT - Custom Guild Ranks - Old Permissions
in Guild Wars 2: Heart of Thorns
Posted by: Alina Chadwick
Your custom ranks will still be there and will for the most part have the same permissions set. You should check them over post HoT ship to make sure everything is still how you want it and to set the new permissions.
There are two types of new permissions, those that replace old ones and those that are just new.
All the “just new” ones will be unset for existing ranks other than leader.
The ones that replace old ones will be set to whatever the one they are replacing is set to.
Example of replaced permissions:
“Guild Stash Deposit” will no longer exist and instead you will see “Guild Stash – Deposit Items” and “Guild Stash – Deposit Gold”, both the new permissions will be set to whatever “Guild Stash Deposit” was set to.
Example of a new permission:
“Arena Decorator” is just new and will not be set on any of your custom ranks.
Also some permissions went away and where not replaced. An example of this is “Display Guild Emblem”. This permission in practice did nothing at all and so was removed to reduce clutter. You will not see it in any of your custom ranks post HoT.
Any plans on UI adjustments for Herald F2? The positioning is atrocious, imho.
I believe in the last beta there wasn’t final UI for it. It’ll be placed as a smaller icon above the middle of the energy bar for launch.
I work on systems, combat, skills, and balance.
Overall, after the last BWE, we felt like revenant was in a solid spot. For launch we mainly focused on bug fixing and a few outliers such as changing the second hit of the sword auto-attack as well as speeding up the tablet move speed.
That’s not to say that there aren’t more things we are thinking about how to improve or tweak, but we want the profession to get in more playtime and thus more feedback before we make any more larger changes. I’m definitely reading all the feedback and taking under consideration for future changes so keep up the awesome work.
So your happy with how good it is/plays, how about how balanced it is compared to others? (core classes) for now revenant counters every other power class. and when they spec condi they also counters every condi class.
This issnt only for Rev but also for allot more new Elite specs you/Anet brought into this game. some core classes have NO place or chance anymore against new (combined) stuff you/Anet put on this class and other elites.
We need to have players get more time with them in general to see how things play out. We’ve made a lot of changes in beta weekends, but once they are live and people really spend a lot of time playing with them it will give us better data. We want non-elite spec builds to be viable as well. There will be balance patches to address and adjust things.
I work on systems, combat, skills, and balance.
Roy I hope you won’t vanish on us after launch!
Kidel, we will get vuln with the attack.
Nope, no vanishing.
I work on systems, combat, skills, and balance.
Commendations (the personal currency) is remaining the same and will carry over.
There is a separate thread on the guild bank, but tldr for the bank: if you have it now you will still have it then.
24 hour boosts that are currently active when HoT ships will remain active for the duration of their time.
Apologies folks. We briefly switched to a different match maker and it had an issue that caused a crash.
I’m working on unsticking people.
Vox Machinum, 80
Hyper Threaded, 80
Overall, after the last BWE, we felt like revenant was in a solid spot. For launch we mainly focused on bug fixing and a few outliers such as changing the second hit of the sword auto-attack as well as speeding up the tablet move speed.
That’s not to say that there aren’t more things we are thinking about how to improve or tweak, but we want the profession to get in more playtime and thus more feedback before we make any more larger changes. I’m definitely reading all the feedback and taking under consideration for future changes so keep up the awesome work.
I work on systems, combat, skills, and balance.
For a power build I’d suggest devastation and herald then for the third a choice between invocation and retribution based on your preferences.
I work on systems, combat, skills, and balance.
Just blacklisted ‘em again. The blacklist is a temporary fix until I’m able to track down the issue (but it’s been around for awhile).
1. What about the WvW Fort +5 Supply item? Will it carry over?
The WvW consumables and buffs will not carry over.
In HoT, a guild will need to claim a guild, then upgrade the hall to have the “War Room”. Following this, they will need to upgrade the Guild to have scribing recipes to craft. Once a scribe in the guild crafts the recipe and creates the schematic for the WvW guild claiming consumable, the guild will need to Process the schematic through the Assembly device of their workshop. Once the schematic is finished running through the Assembly, the guild will be able to use the consumable in WvW.
For more information on WvW guild claiming, you can read Tyler’s blog here: https://www.guildwars2.com/en/news/world-versus-world-guild-objective-claiming-deep-dive/
2. Will Asuran Outsourcing still be usable in HoT?
It will not be usable in HoT. Your guild will want to use it before launch.
The guild bankers will still be available in the world for your guild banking needs. We will also have one in the Guild Initiative Office.
That is probably the fastest response I have ever seen >.>
How about this one!
Interesting. Shoot me a PM with your alt account’s display name.
The Call of the Mists buff is now active.
Adding to Seth’s response!
In addition to “Guild World Event”, items that will transfer into the new system include:
- +5% Karma Banner
- Road Marker
- Guild Banquet
- 10% Karma and 10% Experience Banner
- Guild Heroes Banner
- Guild Catapult
- Guild Siege Suit
- 10% Gathering Bonus Banner
- 5% Experience Public Banner
- 10% Magic Find Banner
- 5% Gold from Kills Banner
- Vault Transport
- 10% Kill Gold and 15% Magic Find Banner
- 15% Gathering and 10% Swiftness Banner
And a few things not carrying over include:
1. The 24hour – 48 hour guild buffs.
The consumables do not carry over into HoT, and you will not be able to activate them after HoT launch. However, if the guild activates them before launch and they are still active after launch, they will continue to be active until their timers would have run out. If your guild has guild buffs stored up but not active currently, you may want to enjoy a guild *buff*et with those for the next few days.
2. The guild mission consumables.
The guild mission items will not carry over. Missions will not need consumables to start.
3. The Combat and Armor crafting consumables.
These are being removed.
In closing, Link’s blog post goes super in depth about the consumables, and I would recommend reading it here: https://www.guildwars2.com/en/news/rethinking-guilds/
Replacing dropped players has come up in internal conversation before – but ultimately I don’t think the solution works for Guild Wars 2. We’ll be bringing dishonor back with PvP Leagues which should help with this issue considerably.
Tune in to the official Guild Wars 2 Twitch channel on Wednesday, October 14, for the finals of the September Go4GuildWars2 series, where the top teams from their respective regions will clash for the combined cash prize pool of over $3,000 USD. These teams have been facing off every Sunday for the last month to earn the opportunity to play in the finals — come cheer them on!
On Wednesday at 10 a.m. PST, Daniel “Jebro” Littleton will be joined by James “Kaelaris” Carrol for the European cast, live from the ESL Studios in Cologne, Germany. The action continues at 4 p.m. PST (midnight UTC) with Joe “Storm” Nowasell and Heurix hosting the North American Go4GuildWars2 Finals.
Information on the European finals can be found here: http://play.eslgaming.com/guildwars2/global/gw2/major/go4guildwars2-europe/september-2015-finals/rankings/
Information on the North American finals can be found here:
http://play.eslgaming.com/guildwars2/global/gw2/major/go4guildwars2-northamerica/monthly-final-september-2015/rankings/
World Event Spawns will carry over.
Hey all,
Since the third beta weekend there’s been a lot of great feedback – thanks!
Below are some of the more solid changes to the Druid since the beta weekend that were made to address some concerns regarding net damage loss in a raid, celestial avatar form feeling gated by staff and glyph reward scaling.
- Grace of the Land: This trait has been re-worked. Instead of its former behavior, allies affected by your celestial avatar abilities gain 3% damage and condition damage increase for 8 seconds. This buff stacks 5 times.
- Lingering Light: This trait has been re-worked. Instead of its former behavior, when you heal an ally their next outgoing attack will heal them (based upon your healing) and blind their target.
- Glyph of Unity: This skill now has a 400 initial effect radius and a 600 radius leash.
- Glyph of Empowerment: The radius for this skill has been increased to 600.
- Glyph of Alignment: Increased the weakness and cripple duration on this skill from 3s to 5s. Reduced the cast damage by 66%. This skill now applies 3 stacks of poison.
- Ancestral Grace: Is now an evade and will immediately end upon reaching your destination.
- Celestial Avatar Form: Entering this form now has a 10s CD. Charging of Astral force by healing has been reduced by 40%. Charging of Astral force by outgoing strikes has been increased by 200%. You now retain half your current astral force if you decide to break form early.
- Celestial Avatar Form: Skills that heal have had their base heals reduced by 15-25% and increased their healing coefficients from 100-145%. This should leave base heals solid while really rewarding players who elect to use healing power stats.
- (Celestial Avatar) Lunar Impact: Reduced the daze on this skill from 3s to 2s. This skill is now ground targeted and will blast finish correctly.
Well wishes,
~Irenio
Bonus: Bristleback Pet F2 is no longer the Sharpen Spines ability. The F2 is now Spike Barrage to give you more rewarding control.
’allo fellow Engineers,
Since the beta weekend there’ve been a fair chunk of posts regarding the Function Gyro, Hammer and Gyros… a bit fewer regarding traits that weren’t contingent on those other components. Below are the more solid changes at this point.
At this point we’re not going to be able to change the elite specialization mechanic very much. There are still going to be changes to it with the possibility for expansion of functionality post-launch.
Hammer was generally well received and many of you pointed out some flaws and potential changes that were in line with our intent for the weapon skills.
Gyros are going to be affected by a systemic change that should increase their survivability quite a lot. In addition to that several changes to how Gyros follow you and their rate of travel were made – they shouldn’t zig-zag randomly about anymore even if you’re not moving and try to stay pretty close to you while you are moving.
- Function Gyro – The gyro should appear and begin stomping or reviving more quickly and no longer seek to attack anyone that strikes it, focusing instead solely upon its task of stomping or reviving. The cooldown on the gyro has been reduced to 20s from 30s and its duration has been reduced to 10s from 15s. This is intended to increase the frequency of availability while still giving it enough time to complete its purpose. The range at which the function gyro can be used has been increased to 900.
- Hammer 1 Autoattack Combo: Went in and removed most of the aftercasts from the swings, so this should feel a bit smoother and it is a functional damage increase from the reduced rotation time as well as slightly increased might and vulnerability uptime.
- Rocket Charge: Will no longer leap about once you’ve reached your target, instead leaping ensuring that the gap remains closed and your leaps are more closely synchronized. The leap finishers from this ability now happen at the start of each jump, like other leap finishers. Also smacked the bug of this ability being affected by movement-speed.
- Shock Shield: This skill now starts you blocking immediately upon and will cease blocking the moment the skill effects end, hopefully giving you better control and sense of the block time so your anticipation and reaction time are more rewarded.
- Several Gyros received increased movement speeds to help keep them close to you as you move and some skill changes to make them more effective at their jobs, like increased range on their abilities.
- Gyros now start their cooldown upon summon rather than upon gyro death. Medic, Shredder, Purge and Bulwark gyro now have a 35s cooldown, up from 30s. Sneak Gyro needed a cooldown that was longer since it would otherwise have potential 100% uptime, so it now has a cooldown of kitten , up from 30s (its 30s duration remains). This should encourage players to keep them around to gain their benefits for longer.
- Impact Savant: This trait now affects dazes in addition to stuns.
Well wishes,
~ Irenio
Edit to add additional post for visibility:
Due to a design discussion that arose yesterday the recharge on gyros are going back to starting on the death of the gyro.
To help with the recharge going back to the gyro death the recharge themselves are being dramatically reduced. Below is a before and after to help clarify what is happening.
On Cast Medic Gyro CD: 35s
On Cast Medic Gyro Duration: 14s
CD at full duration: 21s
New Medic Gyro CD on Death: 20s
On Cast Purge/Bulwark CD: 35s
On Cast Duration: 15s
CD at full duration: 20s
New Gyro CD on Death: 20s
On Cast Sneak Gyro CD: 45 seconds, because they’re not cute and furry.
On Cast Duration: 30s
CD at full duration: 15s
New Sneak Gyro CD: 20s
This amounts to an overall buff to gyro recharge as the net recharge time is reduced on all gyros except sneak gyro, which is effectively a buff if the sneak gyro would have been destroyed anytime before the final five seconds of its duration.
Blast Gyro’s toolbelt skill, Bypass Coating, is going to be a stunbreak.
(edited by Irenio CalmonHuang.2048)
Stopping by again to say that we’re still keeping up with this.
Shoutout to Woop S.7851 and Kidel.2057 for the pretty pictures!
DB servers backing the Trading Post were having some issues, we took the TP down while working on it. Should be fixed now.
To clarify any confusion. Once your guild has a decoration it has it. You can place it, erase it, and place it again as many times as you want.
Placing a decoration does NOT destroy the decoration.
Edit: What this means is that buying another decoration will increase the total number of that decoration you can have placed in your Guild Hall at once.
The only way to loose a decoration is to use it in a scribing recipe (you will loose the old one and gain the improved one).
(edited by Alina Chadwick.8264)
You can get into the Guild Hall map if you do not have Heart of Thorns and hang out with people, but most of the HoT guild features in there will be disabled for you. For example you will not be able to enter the Arena. I’m not going to go into detail on which specific things will be accessible and which are not because I’ll probably get it wrong