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Thoughts on Adventure Guide?

I returned to the game a week ago and was shocked by the amount of experience I got on a new character, and then found out they have added the Adventure Guide, probably to get new players to stick around longer.

My question to the community is what the general opinion of it is? I don't really mind it but I do like the grind since it feels satisfying to me, plus I get easily overwhelmed by stuff and if I was a new player I'd definitely get a headache over the basillion levels I'd be getting with all the gameplay features unlocking.

If it's good for the health of the game then I'm all for it however.

5 comments
  • Personally I think it's great for leveling alts. For new players, I think the leveling may be a touch too fast, but my biggest gripe (at the risk of going off topic) is that GW2 doesn't really explain how to handle its combat mechanics. What is the break bar? What are combo fields? How do I make a build that won't just get stomped once I reach the level 80 zones? Not sure if the Adventure Guide could fix that or not.

  • It's a lot of additional XP and it doesn't actually teach you much. But it's probably better than using a booster to level up a profession you have never played before. The game still needs to do more to teach players about combat and profession mechanics, telegraphs, (internal) cooldowns, activation time, after cast delays, interrupts, boons, condition, stat combinations and traits. Maybe add a level 80 map which is entirley dedicated to (daily/weekly) tutorials.