There is basically massive upheaval coming with the new Guild Wars 2 Expansion and it’s really interesting to the ‘community’. Now I’m not saying that I’m happy about all of it but I’ll have to reserve judgement to see how it actually affects game play.
All information is available from guildwars2.com
The biggest change, personally will be the new legendary crafting. This seems extensive, even the old one took months to complete, years for some.
Personally I crafted my first within about 6 months of ‘trying’ and the second within 3 months. So you can do them quick, depends how much gold you’re willing to throw at it. I had a lot of gold due to playing for 2 years and never really buying a skin above 9g.
There’s a huge break down available of the new pre-cursor and component crafting. The information and some of the images that I’m using are taken from here, but these are just so I can share my thoughts as a ‘seasoned’ player and the only place you can get this information is the official sites, so check it out yourself.
Now previous legendaries cost as below and these all have sub-sections that you need to complete. This includes masses of T6, dungeon gifts, map completion and a pre-cursor, that you may be able to make in the forge, get from an incredibly rare drop or you can buy on the TP for a lot of gold.
From guildwars2.com – We also want to better preserve the prestige associated with crafting a legendary weapon, so the new legendary weapons, and their precursors, will not be tradable.
After reading through what you need to do for the new pre-cursors, this made me happier. They’ve made it more of a journey to get a chosen pre-cursor with three different stages done through cursor specific collections which should be quite interesting to see how they’ve embodied each, however you can only do this once.
If you want to make another I think you have to do it the old-fashioned way. Pre-cursor skins are quite average and not very flashy, they describe it as a legendary without its soul.
So the journey for pre’s is something that I’m looking forward to as its requires doing different maps for different rewards, hunting different beasts and completing mini dungeons and jumping puzzles, masteries, collections, and crafting recipes etc.
‘What we haven’t told you yet is how that journey continues with our second set of legendary weapons, and how we’re shaking up that last step in your legendary journey for Guild Wars 2: Heart of Thorns™.’
A legendary weapon recipe from the second set is composed of a specific precursor weapon, the new Gift of Maguuma Mastery, a Mystic Tribute, and a unique gift associated with the legendary weapon being made. They’ve said that it will be pretty similar to how the old legendaries are made but with a few ‘adjustments’. The differences are that precursors for future sets will only be available through the precursor crafting journey, unlike existing precursors, future precursors will not be dropped anywhere in the game! This will make a massive difference as these will, I’m very much assuming, be account bound.
Each of the three tiers from the second set of legendaries will have game play content and material requirements that can only be fulfilled in the Maguuma Jungle in addition to the places in Central Tyria. This sounds quite interesting as I’d like to know how they’re going to shape this for seasoned players that already have several map completions.
The Gift of Mastery we got from Map completion, which once you’ve done it a few times is really bloody boring. The Gift of Maguuma Mastery isn’t very different but it requires a Bloodstone Shard, the ingredients are all about playing Heart of Thorns. The Mystic Tribute is a new Gift of Fortune it contains a greater variety of trophies and mystic objects. Trophies are a large part of the economy that should benefit from additional uses so that the demand will match the supply on the trading post.
Heart of Thorns has promised a major update to the ability to get trophies with the addition of the map bonuses system. Map bonuses will give a new layer of activity in Tyria as we will have to hunt down which maps reward the materials we require. This sounds quite interesting and I’m wondering how we’re going to know which map will give us what we need.
There is apparently an easy way to target the material we’ll need and it will not only help keep the core game fun and rewarding, but it will also mean an economic shift in the abundance of these materials. This is really interesting, I’ve lost focus in the game at the moment as there’s really not a lot that you need to do, there is masses that you can buy on the TP and getting what you want is just a matter of gold, it’ll be very interesting having to hunt and actually complete things to get what I want from the game.
‘In order to keep these material markets stable in the long-term, it is important to also do what we can to increase the demand at the same time. You can read more about that in this blog post from our economist, John Smith.’
I’m not dabbling into this as the TP is nothing that massively bothers me but it will be interesting to see how it changes in-game, if you want to know yourself follow the link above. The final gift needed is one named for the legendary we would craft. This gift will still require things from the previous sub-sections that I mentioned above however a new Gift of the Mists is required and also a unique weapon-themed gift, which will be a big change to the current system.
‘The Gift of the Mists is where you will find the Gift of Battle, which is purchased for Badges of Honor and a special material crafted of ascended and fractal materials; the Gift of Glory, purchased with the new tradable material Shards of Glory that only comes from Player vs. Player reward tracks; and the Gift of War, purchased with a new trade able material, Memories of Battle, that only comes from playing World vs. World.’
So basically to me it seems like they want you to, you know, actually play the game, rather than coast through and just buy what you need; they really want you to be apart of the game world.
The final piece is a uniquely themed gift for each legendary. For the original set of twenty legendary weapons, this gift is composed of a gift of dungeon tokens and a quantity of very loosely related items/materials. The fourth collection is a continuation of the themed journey that was in the first three precursor collections, it will take roughly the same amount of effort that those three required combined! I’m seriously hoping that this will take as long as its sounding like it will, I really want to do this with the expansion release. This final step in a legendary journey is ‘really the peak in terms of lore and flavor‘.
After its completion, all that’s left is the final crafting steps to become the wielder of that legendary weapon. This sounds so exciting, I have to admit that I’m really stoked about the new legendaries and I really want to try out the new ‘journey’ element of it.
Now this is something I’m not sure I’m happy about, I’ve always loved dungeons and found them really enjoyable, yes they were an easy way to make gold and people did take massive advantage of that but to hear about how they’re changing them has left a sour note with a lot of players, some due to them being able to make less gold, others like me, that worry it’ll just leave dungeons abandoned.
‘Over the last couple of years, dungeons have been a major part of the game’s economy; between unique armour and liquid rewards, they’re often farmed. In the expansion, we’ll move away from this paradigm. As the game progressed, we shifted focus from dungeons to fractals and raids, and we firmly believe that fractals and raids are the content that we want to continue to support. As a part of that process, we’ll shift some rewards away from dungeons and into other pieces of content. While dungeons will remain cool experiences that’ll reward players with unique items, their liquid rewards will be reduced and other content will become more rewarding.’
RIP dungeons, I don’t think that this will end well, it may be a ‘cool experience’ but it hugely depends on the rewards that they’re going to put in instead as I feel that a lot of people will boycott it, my guilds set up dedicated path raids so that people can get their dungeon mastery before people stop playing them altogether.
‘The shift in rewards is a direct representation of our focus on raids and fractals and our commitment to make them the best they can be. The major concern that we’re sure to face is the specific intent of dungeons as a gold-generating activity.’
I do massively agree with this as I’ve said several times, its is a gold making aspect of the game and a lot of people do take stupid advantage of it, however I don’t want people to stop playing them altogether, it’s a sad feeling that I have.I am really trying to reserve judgement about everything before actually playing the game as:
I bought the expansion, it’s released in 5 days and of course I wanted it to continue playing. I was a really good girl though and just bought the basic expansion for the cheapest possible price, even though I wanted the flashy £80 one.
Maybe I’ll catch you in-game and sorry this post really is for the GW2 lovers. Probably boring for everyone else! Hope that readers still enjoyed though and I’ll see you in the next GW2 post where I review actual game play and my thoughts.