What endgame content is there?

Megamuffin

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i assume a few of you have reached level 80 by now, so im just wondering what the endgame content is like? are the raids fun and exiting like the events?

i assume pvp is the same since it doesnt change as you level up. i usually dont get into pvp since you have to grind bg's for gear and bg's where boring as hell... or atleast in WoW they where.
 

crackersa

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ummm..asking about GW2? i'll tell you when i hit 80, after 2 weeks only 45. to much to see and to much to do, but i have completely cleared 5 zones now.
 

snobee

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Yip, i have just hit 73 last night, and in the Southern Legion guild with over 500 members (over two guilds) not many are 80 yet. I haven't asked those that question yet. At 73 there is just so much to do, and I am only on 38% world completion! I have started farming, and finished my cooking craft a few days ago. SL also has setup a WvW team and are starting to get better organised with that successfully. So that is a post 80 end game activity, though many are not 80 yet.
So, making money, WvW, and crafting, are there things you can get involved with prior to 80, but as they are enjoyable now, and can be played at 80, I will testify they are great :). I haven't touched my story yet , or dungeons... So time will tell.

Last night I got to a place high in the Shiverpeaks somewhere, really high up, and just thought, while looking over the land and into the distance, WoW, to rush through this content is a sin :)
 

Megamuffin

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ah k :p ive seen a few 80's, and i would probably be almost 80 by now if i havnt kept switching mains since all the proffesions are so fun xD

im just very curious to what end game content there is if it will be able to compete with WoW in endgame. the levelling obviously is amazing ive never played any game that makes levelling actually fun :p judging by the world event bosses the raids should be amazing.
 

Oculate

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i assume a few of you have reached level 80 by now, so im just wondering what the endgame content is like? are the raids fun and exiting like the events?

What raids? :p

I hit 80 a couple days ago, still maxing my crafting and exploring Orr, I haven't touched any of the high level dungeons yet either

From 70, the Hearts run out and it's Dynamic Events only, it can become quite the zerg but the content scales and with so much going on, it's very easy to miss the red circles on the ground and end up dead a second later

Personally I've been able to solo most of Orr, constant respawns can be a problem (each mob hits me for 1-5k and I've got 13k life), every direction you face in Orr has at least 2-3 veterans in view

I'm at 41% map completion, still more than half the world I haven't touched yet

I haven't done enough PvP to answer your second paragraph yet
 

Megamuffin

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i hurd there were going to be 8 man raids in the game... but what i was just wondering is what do you do when u have 100% of the map completed. it will take awhile ofc just wondering what do you do after that

im not the kind of player in MMO's that goes for every achievement, discovering everything.. like in WoW i usually get to 85 as fast as i can, start doing dungeons -> Heroics -> raids -> heroic raids. thats basicly what i do in MMO's, even in Gw2 i do all the events, heart quests. but i really dont bother with the vista's or skill tests(forgot what its called again the blue things on the map) or crafting. unless i really need the last few bars to level up and theirs no events around.
 

Jase

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Those extra skill points you get from the tests come in handy ...
 

agerbon

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The game seems to lose direction somewhere along the way. At least that is what it felt like to me.
 

Oculate

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https://www.guildwars2.com/en/news/the-endgame-reimagined/

In the past, we’ve talked about how in Guild Wars 2 we designed the game to avoid a common problem in many MMOs: grinding through chunks of boring, repetitive content to get to the occasional pockets of fun. With Guild Wars 2, we wanted the entire gameplay experience to be something that players enjoyed, regardless of how much time they could dedicate.
When we looked at the concept of “endgame” for Guild Wars 2, we designed it the same way. We didn’t want the endgame to be something you could only experience after a hundred hours of gameplay or after you reached some arbitrary number. We wanted it to be something that players got to experience every step along the way, spread out across the entire world of Tyria, so we’ve introduced game elements that you’d normally associate with “endgame” at every level and every possible opportunity.
Starting with each player’s first introductory adventure, we pit them against large-scale boss encounters—one for each race—just to whet their appetites and give them a taste of the boss battles to come. We wanted to show players that this really is just the beginning. We want the experiences that players will have while progressing through the game to be a journey that they take with their character, something that they will remember and cherish.

Sure, once your character reaches max level, we’ve created new and interesting ways to challenge you as a player, but we didn’t want to force you to master an entirely new subset of the game.
Our goal with Guild Wars 2 was to continue to build upon what we’ve shown you before while finding new and interesting ways to engage you as a player, regardless of your level. Each new experience, new dungeon, and new giant boss is a chance for us to layer on more difficulty, or teach you an interesting aspect about your profession and what you can do when you combine forces with other players. Guild Wars 2 is a game about banding together with friends and complete strangers to accomplish great things in a world ruled by uncertainty and challenge.
For people who love structured and difficult content, we developed the explorable mode for our eight dungeons. A dungeon’s explorable mode has at least three different paths that players can choose to conquer—and each path is a five-character delve into tough content that we designed to push the limits of teamwork and communication.
For people who enjoy massive encounters where large numbers of players band together to take down epic monsters, we created our giant bosses, which are scattered throughout the world. These massive dynamic events usually come at the end of one of our meta-event chains, and they reward players with a challenging encounter and a loot chest for their accomplishments. You’ve already seen a few of these behemoths in our intro story, but later in the game, these giant bosses really come at you with gloves off.

But the concept of “endgame” isn’t restricted to a few specific encounters and monsters; we have multiple paths and a variety of different content for players of all kinds. For people who enjoy crafting, we added legendary weapons that use rare components gathered from multiple game types—they’re created using the Mystic Forge. The final reward at the end of this epic crafting path is a visual masterpiece: a weapon with a unique appearance and special effects that are sure to make you stand out in a crowd.
For explorers and completionists, we added the idea of “world completion,” which involves completing renown regions, Vistas, skill challenges, waypoints, and points of interest for each of the maps in Tyria. We keep each map interesting thanks to the level adjustment system, which removes the ability for higher-level characters to enter lower-level maps and trivialize the content. You’ll still be more powerful in lower-level zones because you have more traits, skills, and gear, but the level adjustment system will insure that the monsters give you a proper fight.
With all the branches in the personal storylines and the sheer number of different stories available to players of each race, Guild Wars 2 has a lot of replayability for those looking to explore Tyria from a different perspective or experience new stories.
As players reach the max level of 80, the dynamic events become larger, the battles more spectacular, the circumstances more dire. Each of the high-level maps in the corrupted land of Orr contain battles on a grand scale against Zhaitan’s forces, an epic war with shifting fortunes and frontlines.

As you can see, we’ve taken the idea of “endgame” content beyond the traditional model and have infused it in all levels of the game, while adding enough variety to keep players with a wide array of interests engaged.
The launch of Guild Wars 2 is just the start. With the game now out in the hands of the players, we can focus our efforts to adding new types of events, new dungeons, new bosses, new rewards, and new places for players to explore. Together, our journey is just now beginning, and I hope to see you in-game.

Great blog post separating GW2 endgame to traditional MMO endgame
 

snobee

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The game seems to lose direction somewhere along the way. At least that is what it felt like to me.

This I don't understand?

I realise I am being defensive about GW2, and I know that GW2 is not for everyone, though I still don't get what this addresses.

You can take or leave the story, but again, it is quite subjective. The story line (and I have only played Human and Sylvari) seems fine for me in GW2. I am not sure where it lost direction?

Then there is WvW, that needs adjusting, though Anet have said this is something they need to get correct. Though if I look at the Southern Legion guild, many enjoy it. Especially if you are in an organised group, which is where WvW is supposed to work properly. How did that lose its way?

From the PvE exploring point of view, besides the bugs, which when you put so many people into untested areas, is going to happen, seems great to me. Playing though my second character with only 38% map completion, if something is bugged, I move on, and come back to it. There is so much to do, to explore, achievements, events, farming, crafting, that I am involved with, that the bugs become kind of insignificant. There is one underwater place I haven't returned to in about a week due to the bug, but I have completely forgotten about it as there are other things to do that I don't feel like I have to keep trying to see if the bug is fixed. So, besides the bugs, how does PvE exploring seem to have lost direction?

Dungeons in generaly seem fine, besides some bugs, I have not seen any major issues that keep people from going back.

Structured PvP I cannot talk about. I haven't touched it, and my guild seems mainly focused on WvW and PvE. Though I am curious how this lost its direction if it did?

End game content? Which is what this topic is supposed to be about, though this comment does not seem to have anything to do with it?

I realise I am pretty biased, though then again, I have played the game alot, so maybe that makes me better to talk about it? Just checking my in game /age, I have played 320 hours and 51 minutes over the past 29 days, and I still don't find this game boring. I am not freaking out, I am just asking for some form of explaination as to what your statement means? Thanks.
 
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