The Dungeon Rejuvenation Initiative (aka Fractals?!)


Ever since Guild Wars 2 was announced, there was a feature that had me very excited, dungeons. ArenaNet had promised to deliver us a challenge for groups of 5. They promoted dungeons as the competition to the instanced-type of content other games provide. That promise was delivered to an extent, with the explorable mode of Arah back in the day, claiming that title and being without a doubt the hardest challenge the game had to offer.

Read more

The Dream of Icarus


I will never forget how I felt when I jumped in Guild Wars 2 for the first time. The original Guild Wars was created by taking under consideration only the two of the three axes in a three-dimensional space, thus it didn’t provide the players with the ability to jump. So, the first thing I did when the sequel got released, was exactly that.

Read more

The Hidden Potential: Strongold Problems


Some people hate it, other love it. However, no matter your feelings towards the new sPvP mode, there’s no denying it is riddled with issues that hide its true potential.

I’ll outline several problems I find impactful enough to keep Stronghold back from achieving a higher competitive status. But before I go there, let me first talk about the things I consider Stronghold does right.

Read more

sPvP Discussion: Map Mechanics


Ever since Stronghold was announced, I can’t help but think about the vital role map mechanics play in sPvP. The new game mode, even without being properly released, has already seen several changes to its mechanics that moved it away from the typical “Lord rush” meta. It’s this idea that made me wonder, what are the pros and cons of altering the map mechanics of the current maps, and what can they learn from their most recent Conquest map, Skyhammer?

Read more