Guild Wars 2

Guild Wars 2 Dev Tracker




29 Feb

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As some of you have figured out, this is happening regardless of weapon or profession because the achievement only progresses when you make the killing blow with a weapon skill. If you do not make the killing blow with a weapon skill, or if the "killing blow" comes from a condition, the achievement does not progress. We're working on a change that will progress this achievement as long as you deal any damage with the relevant weapon. Achievement progress will be granted for the weapon(s) you are wielding when the enemy dies. We need to test this extensively across all professions to make sure that nothing causes players to lose achievement progress they have already earned, so we are planning for this to ship with the March 19 systems update.
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Not at all! I really appreciate the time you (and a LOT of people contributing feedback!) took to share your thoughts. This is really helpful.
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Not at all! I really appreciate the time you (and a LOT of people contributing feedback!) took to share your thoughts. This is really helpful.
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There is a known bug with the tooltip, where it still reads one hour. But that is just an issue with the tooltip. The functionality of the actual item should be 10 minutes.

28 Feb

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I do want to drop a quick note for you all that I am making sure that the studio is aware of the feedback on the tooltip issue! (Please keep the feedback on everything coming, but I saw that mentioned in here so I wanted to let you know)
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I do want to drop a quick note for you all that I am making sure that the studio is aware of the feedback on the tooltip issue! (Please keep the feedback on everything coming, but I saw that mentioned in here so I wanted to let you know)
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Bug Fixes: Path to Victory: Fixed an issue that prevented the spellbreaker version of this skill from unlocking properly. Malicious Cunning Salvo: Fixed an issue that prevented this skill from unlocking properly. Fixed an issue that caused cabbages to spawn when throwing Chemical Engineer Strumm's caustic grenades during his event chain in Inner Nayos. Fixed an issue that prevented Frode from progressing during the "Fight your way through the loyalists and reach Nyedra" event. Fixed an issue that caused Cerus to gain extra health after completing the 80% split phase in the Temple of Febe Strike Mission's challenge mode. To preserve encounter balance, Cerus's total health has been adjusted. Fixed an issue that prevented players from being killed when taking damage from more than one Empowered Crushing Regret attack in the Temple of Febe Strike Mission's challenge mode. Fixed an issue that caused audio and dialogue alerts for the Road to Heitor... Read more
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I've let people know so they can take a look and see what's going on!
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I've let people know so they can take a look and see what's going on!
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I love this thread, thanks to those of you who have contributed so far. There's a lot of my favorite kind of feedback in here: Not just what you find frustrating or difficult to engage with, but also what you enjoyed playing/doing, what you felt was done well, and you want more of, along with a bit of insight into why you feel that way. What's fun/interesting/enjoyable is incredibly subjective and everyone feels differently about it, so this sort of constructive insight is great for helping me find out more about how you all interpret those things! Thanks @VAHNeunzehnsechundsiebzig. for your input and thanks to all of you who contributed so far!
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I love this thread, thanks to those of you who have contributed so far. There's a lot of my favorite kind of feedback in here: Not just what you find frustrating or difficult to engage with, but also what you enjoyed playing/doing, what you felt was done well, and you want more of, along with a bit of insight into why you feel that way. What's fun/interesting/enjoyable is incredibly subjective and everyone feels differently about it, so this sort of constructive insight is great for helping me find out more about how you all interpret those things! Thanks @VAHNeunzehnsechundsiebzig. for your input and thanks to all of you who contributed so far!
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That is already known but thank you for making sure to specify anyway!
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That is already known but thank you for making sure to specify anyway!
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We've seen this mentioned in a couple of places, and we're looking into it to see what's going on. In the meantime, I'm sorry this is happening but thank you for the laugh with that third image! 😄
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We've seen this mentioned in a couple of places, and we're looking into it to see what's going on. In the meantime, I'm sorry this is happening but thank you for the laugh with that third image! 😄
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I'm sorry that I'm just now responding here, yesterday was a lot 😄 But I have passed this on to the team so they can look into it!
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There is a currently a bug that causes Cerus to gain more max health at the end of the 80% split phase, and we're working on getting a fix to you as soon as we can. We'll be increasing Cerus' total health at the same time to preserve encounter balance and will continue keeping an eye on this encounter to see if other adjustments are needed.
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There is a currently a bug that causes Cerus to gain more max health at the end of the 80% split phase, and we're working on getting a fix to you as soon as we can. We'll be increasing Cerus' total health at the same time to preserve encounter balance and will continue keeping an eye on this encounter to see if other adjustments are needed.
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I can (and am) still keeping an eye on the thread. But there were eleven pinned threads, so I unpinned all of the threads regarding previews of today's release with the exception of the latest studio update. All the unpinned threads are still available and open for discussion.