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Completed. Possible game access interruption on July 30.

The data transfer is completed, we'll see you in game!

Possible game access interruption on July 30. Please be aware that on July 30, there may be a temporary interruption in game access for those using Steam accounts due to a Guild Wars 2 data transfer. We are working with Steam to make sure this process happens quickly, and that there are no further disruptions. Thank you for your patience.

The Return of Raiding and Convergences in Janthir Wilds

Hello, Tyrians!

We are less than a month away from the launch of Guild Wars 2®: Janthir Wilds™, and while there's plenty to be excited about for the August 20 release, players can also look forward to the newest raid and Convergence going live in our first major update in November. You will be able to explore a mysterious mountain region, and as you ascend the mountain, you'll face off against opponents who won't go down without a fight. Players will also get to choose how to encounter these fights, in either a 50-player Convergence event or a 10-player raid wing—our first new raid in five years!

Our team is currently hard at work developing this new raid, so while we can't share all the details yet, we can provide an overview of what to expect and explain why we are reintroducing raids, along with some insight into what players can hope for in the future!





The Return of Raiding


In the past, raids were self-contained instances with their own stories, built for 10-player groups. Our goal with the upcoming raid is to allow players to experience the story in a way that works best for them. The raid will be integrated into the main storyline, and players who might be hesitant to join a raid group will be able to enjoy their own personal narrative. The 50-player version is built as a Convergence, similar in structure to those found in Guild Wars 2: Secrets of the Obscure™. Those participating in the 10-player raid will find the story to be more heroic, with a focus on the formidable enemies they face rather than the NPCs involved in the narrative.

While there will be some differences between the 50-player and 10-player versions, the team has recognized the importance of maintaining a sense of continuity between both experiences. We look forward to watching players discover and master these mechanics in each setting.

With the introduction of our new raid encounter, some of you might be wondering if we will continue to create raids in the future. The short answer is "maybe." Raids require a significant amount of development resources, but only a small subset of players engage with the 10-player group instanced content, which is part of the reason it has been five years since our last one. This new raid serves as a test to see how we can support raids moving forward.

Originally, we attempted to solve the cost problem with raids through Strike Missions, a new game mode designed to be a bridge between players and raids. This time, instead of trying to give players "bridge" content in the hope that it leads them to raids, we're just giving them the raid content from the start in the form those interested in it really want. Players who want a 10-player, instanced, mechanics-heavy version can play that, and the players who prefer a large-scale, open-world experience with fewer barriers to entry can also experience the content that way.

Meanwhile, integrating raid content into the story lets us fit its development into our annual release schedule. We aim to extend story assets to support raids and gauge players' reactions to raids that have been integrated into the story.

Sometime after the raid's release in November, its challenge mode will become available. Additionally, players participating in the 10-player raid can anticipate a legendary mode, offering a highly coveted purple title.





Convergences in Janthir Wilds


The kodan cubs huddle closely around the village's Claw, their eyes wide with awe and excitement as he begins to recount a harrowing tale. It's a story of bravery and strategy, in which a band of fifty fearless Tyrians embarked on a daring mission as they ascended the mountain. As the tale unfolds and you take up the challenge in this encounter, you will find a strong ally in your warclaw mount, which will aid in this new adventure!

Listen closely as the village's Claw weaves the narrative—each encounter promises unexpected challenges and thrilling surprises.

During your encounters with these enemies, you might observe a noticeable shift in difficulty compared to what you experienced in Guild Wars 2: Secrets of the Obscure. We've fine-tuned these bosses to present a more advanced challenge than in previous Convergences, necessitating coordinated efforts from all party members to secure victory.

Completing Convergences in Guild Wars 2: Janthir Wilds will award players with essences that can be used to craft legendary gear. And, yes, these essences will be compatible with the legendary Obsidian armor available in Guild Wars 2: Secrets of the Obscure, as well as the new legendary spear and legendary backpack arriving in the quarterly updates for Guild Wars 2: Janthir Wilds. Essences from Convergences will be renamed "rift essences" (with three rarities) to streamline the rewards.

We hope you enjoyed hearing about some of the post-launch content coming to Guild Wars 2: Janthir Wilds. We'll see you in Tyria!





Prepurchasing any edition of Guild Wars 2: Janthir Wilds before the expansion launches will grant you the "Homesteader" title, the Whispering Serpents Pauldrons skin, and a box with your choice of one Serpent's Wrath weapon skin.

Visit the official store page for full details on the items included in the Standard, Deluxe, and Ultimate editions.

Don a Magical Cape and Go Fishing with the New Ocean's Heart Fishing Rod

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Magical Cape


Your glimmering heart beats with a renewed sparkle! The cosmos has granted you a new addition to your magical attire—a cape made with shimmering silk and the power to change the world. This cape is the perfect companion to the Magical Outfit and is available for 500 gems.

Ocean's Heart Fishing Rod Skin


This fishing pole is the perfect love letter if you yearn for the endless sea. Adorned with breathtaking mystic sapphires, it will be mesmerizing for both fellow fishermen and all sea critters. This azure skin is available for 600 gems.



What’s in Stock


Turn the tide with our amazing discounts. Starting July 26 and continuing for the next few days, select unique weapon skins will be 20% off, including the Colossal Greatsword Skin, Arcane Marksman Pistol Skin, Heretical Scholar's Staff Skin, Dragon Spirit Focus Skin, Ravensoul Greatsword Skin, and more! Jump into the fray with your favorite skins.

[h3]Returning This Week[/h3]

A little change is always a great way to spice things up! Transmutation Charges, Total Makeover Kits, Self-Style Hair Kits, and Name Change Contracts are 20% off from today until July 30.

Available Now in the Gem Store!


Log into Guild Wars 2 and press 'O' to access the Black Lion Trading Company for these great offers and more!

Janthir Wilds Unleashed: The Enhanced Warclaw Mount

Last week, we laid out the basic premise of the story in Guild Wars 2®: Janthir Wilds™, including an introduction to the lowland kodan who live in the Janthir isles. This week, we thought we'd take a closer look at the area you'll be exploring, plus another fuzzy denizen of the Janthir region: the warclaw, which the lowland kodan call "journeykin."



[h2]Arriving at the Lowland Shore[/h2]

This blog was originally published with an earlier draft of this section. It has been updated as of July 18.

Your first steps into Janthir will take place in the Lowland Shore map, home of the Lowland Kodan. Here you will be given the chance to immerse yourself amongst them to get a glimpse into their culture by assisting in daily tasks, engaging in sporting competition, and dealing with localized threats. During your time here, you will also learn of their relationship with your soon-to-be mount the Warclaw, which they call the “Journeykin”. These Journeykin play a pivotal role for the Kodan of Lowland shore as they are instrumental in their ability to traverse the terrains of Janthir as well as be the “work-Waclaw” of the Kodan to assist in the needs of utility and contest.

We’ve also heard your feedback around our more recent maps over the years being meta heavy, so for Lowland Shore we’ve decided to not include a meta. Instead, we’ve aimed to create a map without a sense of time pressure or urgency where players can focus on exploration, discovery, and world immersion similar to core Tyria maps with inspiration from more recent places like Grothmar Valley and Seitung Province.



[h2]Into Janthir Syntri[/h2]
As you push deeper into the wilds, you'll encounter more reminders of the region's dangerous reputation. Deep forests transition into sulfurous swamps that give way to volcanic terrain. Ruins left by the ravages of time and a bloodstone crater speak of the White Mantle occupation in the time of the original Guild Wars ®. The barrier between this world and the Mists has grown thin in Janthir Syntri, resulting in magical storms called Mists Tides that sweep the area. And strange creatures, known to scholars of Tyria's past as titans, have begun appearing in greater numbers.



[h2]Warclaws in the Wilds[/h2]
While in Janthir, you'll have the opportunity to forge a bond with a warclaw mount and train a new Mastery line that grants your warclaw new skills in PvE maps! The warclaw is a highly mobile mount that can navigate with precision and agility over all kinds of terrain, and it also boasts some unique combat and exploration abilities:
  • Chain Pull: Deals damage and pulls enemies closer.
  • Battle Maul: Commands the warclaw to leap forward and perform an area attack, stunning enemies at the center of the attack.
  • Sniff: Enhances nearby allies while detecting nearby enemies. With Mastery training, Sniff also detects nearby treasure, which your warclaw can help you dig up.
  • Lance: Throws a spear to deal damage and knock down an enemy.
And here are the warclaw's Mastery tiers:
  • Nine Lives: Take no fall damage while mounted on your warclaw (the base warclaw already has decreased fall damage).
  • Feline Reflexes: Extend your jump by hitting the spacebar again in midair.
  • Wild Claws: The warclaw performs a hit on enemies when dodging through them. Hitting at least one foe gives you endurance at the end of the dodge.
  • Feral Fury: Increases damage while mounted on the warclaw. The Lance skill now stuns enemies and deals increased defiance bar damage.
  • Well Rested: Increases the endurance regeneration rate for all mounts.

[h2]WvW Changes[/h2]
When designing the warclaw mount for PvE, we saw some opportunities to improve how the warclaw works in WvW. This refresh of the warclaw experience comes from our evolving understanding of our mount system since we first implemented mounts. Whether you're taking over or defending your territory, the warclaw will continue to be your steadfast companion with these updated skills:
  • Chain Pull: Added a new effect, Weakened Frame, which amplifies damage inflicted on gates and walls. This will stack with Structural Vulnerability.
  • Sniff: In addition to its abilities, it will also highlight damaged gates and walls for both allied and enemy structures when you're in range.
  • Lance: Increased to 2 charges.


Prepurchasing any edition of Guild Wars 2: Janthir Wilds before the expansion launches will grant you the “Homesteader” title, the Whispering Serpents Pauldrons skin, and a box with your choice of one Serpent’s Wrath weapon skin.Visit the official store page for full details on the items included in the Standard, Deluxe, and Ultimate editions.

Game Update Notes: July 16, 2024

[h3]07/16/2024—July 16 Release Notes[/h3]

Note to users of third-party programs: The game may not launch or work properly after we release a new build if you use a third-party program, due to possible incompatibilities. ArenaNet cannot offer support if a third-party modification breaks, interferes with, or prevents you from playing Guild Wars or Guild Wars 2. Our policy regarding third-party programs can be found here.

[h3]General[/h3]
  • Updated the behavior of the away-from-keyboard timer that returns players to the character-select screen after extended periods of inactivity. In open-world maps, the time remaining before a player who has not manually moved their character or performed any skill inputs is returned to character select is now reduced to 5 minutes if the player enters combat.
  • Removed rocks that were blocking access to mursaat tokens 19 and 31 in Ember Bay.

[h3]Items[/h3]
  • Fixed an issue that prevented some legendary armor pieces from becoming invisible under the effect of thief stealth skills like Shadow Refuge.
  • Updated the Communal Boost Bonfire with the following changes:
    • The spawn radius of the wood has been reduced.
    • Players can now place the Communal Boost Bonfire, select its boost, and interact with it, even if they are already under the effect of one of its boosts.
    • A Locked Bonfire status will now apply to Communal Boost Bonfires for the first two minutes after they are placed, and only the owner will be able to select a boost during that period. When it expires, it will be replaced by a Public Bonfire status, and any player can select a boost if one has not already been selected.
    • Players can now interact with a Communal Boost Bonfire multiple times to refresh the boost, up to a maximum of 60 minutes. The boost will not be refreshed if the maximum time limit has already been reached.

[h3]Structured Player vs. Player[/h3]
Automated Tournament Updates
  • The frequency of daily automated tournaments has been reduced from 8 to 4 per day.
    • All EU server tournaments will occur during their standard prime-time player activity period.
    • On North American servers, 3 tournaments will occur during NA's standard prime-time player activity period. One tournament is timed to occur during Oceanic (OCX) prime time.
  • A new weekly automated tournament has been added. This tournament happens every Sunday at the following regional times:
    • EU: 10:00 a.m. Pacific Time (UTC-7)
    • NA: 1:00 p.m. Pacific Time (UTC-7)
  • A new monthly variety automated tournament will happen every second Saturday of each month at noon Pacific Time (UTC-7).
    • This tournament will alternate between 2v2 and 3v3 modes.
  • Tournament of Legends will occur every 6 months on the third Saturday of each month at noon Pacific Time (UTC-7).
Structured PvP Titles
  • The "Champion Brawler" title awarded for winning 10,000 rated arena games is now colored pink.
  • Added a new colored tournament title, "Champion of Champions," for consistent high placement in the Kormir's Clash monthly automated tournament. Players accrue points by placing in the top 4 teams. First place awards 30 points, second place awards 15 points, and third and fourth place both award 10 points. The title is earned upon reaching 120 points.
Djinn's Dominion Objective Update
  • The lamp map objective has received several updates:
    • The objective now requires channeling, rather than being awarded by standing within a capture circle boundary.
    • The special action skill is no longer granted to the entire team. Only the player who channeled the lamp will gain access to it.
    • Leaving the lamp arena now causes subsequent uses to apply Weakened Soul for longer durations. The maximum penalty lasts for 30 seconds, refreshing when you enter or exit the lamp.
  • Special action skills have been updated:
    • Giant Meteor is no longer ground targeted, and it is now unblockable and requires a targeted enemy. The meteor will be attached to the target upon casting.
    • Disenchantment Field has been replaced by Waters of Life, a ground-targeted area of effect that revives allies and finishes downed enemies within its radius.
    • Waxing Doom has been replaced by Starfall, which damages and launches enemies in a radius around the player. Using Starfall on an enemy capture point will instantly neutralize it.
  • Fixed an issue that prevented jumping players from being counted as present in the Market (middle) capture circle.

[h3]World vs. World[/h3]
General

This update focuses on changing some aspects of WvW scoring, as well as some siege updates and various WvW quality-of-life improvements.

These next few changes are part of an effort to make scoring feel healthier and to make fighting for structures feel more valuable. We will monitor the impacts of these changes and adjust as needed to maintain healthy scoring as play patterns evolve.
  • The victory point values from skirmishes will now be weighted based on player activity during the skirmish.
  • The war score awarded for capturing objectives has been increased and will additionally increase based on the objective's tier when it is captured.
  • The war score awarded for defeating an enemy player in WvW is increasing from 2 to 3.

These changes are focused on making gameplay in and around sieging structures feel healthier, paying
particular attention to the tools defenders have available. We continue to strive to make both attacking and defending feel good for players.
  • Objective-contesting conditions are changing. Objectives will now become contested if the lord is put into combat or if a gate or wall is damaged below 98% health.
  • The Emergency Waypoint tactic now spawns 3 waypoints in various locations near the lord's room in Stonemist Castle and keeps.
  • Alacrity can no longer be applied to players using siege equipment and will be removed from players when activating siege equipment.
  • Boons other than swiftness can no longer be applied to siege golems.
  • Flame ram health has been lowered by 50%. Iron Hide will be applied to flame rams when they are operated.
  • Guild siege golem supply cost has increased from 50 to 75.
  • Arrow cart supply cost has been reduced from 40 to 25.
  • Superior arrow cart supply cost has been reduced from 50 to 35.
  • Trebuchet supply cost has been reduced from 100 to 50.
  • Superior trebuchet supply cost has been reduced from 120 to 60.
Rewards
  • Added a new Corrupted Hero weapon set to WvW.
    • Exotic versions of the weapons have been added to the Mist-Hardened Lockbox.
    • Ascended versions of the weapons can be acquired from a new Mystic Forge recipe utilizing rare Hero weapons, which are acquired from the Hero Weapon Reward Track.
  • Added varietal seeds to herb synthesizers.


[h2]July 17th HotFix[/h2]

Bug Fixes:
  • Fixed an issue that prevented new players from entering the World vs. World game mode.
  • Fixed an issue that prevented walls in WvW from being repaired when interacting with them.
  • Fixed an issue that prevented "Repel the enemy attackers" events from starting in WvW.
  • Fixed an issue that caused some items offered by the Skirmish Supervisor in WvW to be priced incorrectly.


[h2]July 18th HotFix[/h2]

Bug Fixes:

  • Fixed an issue that blocked access to mursaat token 25 in Ember Bay.
  • Fixed an issue that prevented this week’s updates to the AFK timer from functioning correctly.


[h2] July 25 HotFix[/h2]
Bug Fix:

  • Fixed a pricing issue that affected the Living World season complete packs. They will be 20% off again until August 2, at the proper price.

To view these patch notes in your native language please visit our forums here:

German:
https://de-forum.guildwars2.com/topic/10842-update-notes-zum-spiel-16-juli-2024/
Spanish:
https://es-forum.guildwars2.com/topic/4562-notas-de-actualizaci%C3%B3n-de-juego-16-de-julio-de-2024/
French:
https://fr-forum.guildwars2.com/topic/8127-notes-de-mise-%C3%A0-jour-du-jeu-16-juillet-2024/