Feedback:Game updates/20260624

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Revision as of 13:22, 1 July 2026 by gww>Halogod35 (alphabetizing)
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Update June 24, 2026

Global Mobile Release

  • Guild Wars Reforged has been globally released on iOS and Android.
    • It was released early on iOS
    • We don't know why it was released early.
    • Time is an illusion. Lunch time, doubly so. -- Douglas Adams
  • Android build can take up to an hour (from 9:45 a.m. PDT) to become active.
  • Phone and tablets now default to 60 fps; if your mobile device is still running hot, you can set it to 30 fps in the graphics settings.
  • There is now support for playing with a mobile gaming controller connected to your phone or tablet.
  • The client now detects which datacenter is closest to you. There is a new dropdown on mobile that will let you set a home territory. This will default to the closest datacenter but you can easily change it.
    • The home territory is separate from the territory you can select when map traveling.
    • The home territory is primarily used if you create a guild; your guild hall will be in the datacenter specified by your home territory.
  • We're continuing to work on adding "Login[sic] with Steam" so that players who purchased on Steam can play on mobile for free.
  • Min spec:
    • For iOS - Devices that can patch to iOS 26 are supported.
    • For Android - Android 7 and above, with more than 3GB RAM are supported.

NOTE: In order to login[sic] with your ArenaNet (email) account on mobile, you must already have Guild Wars Reforged on that account.

  • Guild Wars 2 accounts do not automatically get a Guild Wars Reforged account.
  • You can login[sic] with your mobile provider (Apple or Google), and then link to your Guild Wars 2 account (with the same email). On the mobile device:
    • Login[sic] with Google or Apple
    • Choose "Edit Account"
    • Choose "Manage Account" and press "Next" (lower right)
    • That will take you to a web page where you can link your account

Bug Fixes

  • Fix mislabeled signposts in the Tunnels of the Forsaken.
  • An update to ‘drunk effects’ on mobile: Now you can get drunk in Kamadan “on the go”.
  • Fixes for projective texture sampling (fixes water reflections in Nightfall and later maps).
  • Fixes for distortion depth textures (needed for portal effects in Nightfall and later maps).
  • Fixes for correctly detecting cubemap samples in advanced materials (fixes flashing models in later missions).

Hero AI

The target selection logic for melee heroes has been adjusted to ‘stick’ to their previous targets so that they don’t waste valuable time moving between targets. If you specify a target, that will overrule this logic.

Heroes should freeze less often when they are having difficulty getting to their preferred target. This is particularly for melee heroes, who should try to attack enemies that are body blocking them while trying to progress to their desired target. Stuck heroes will also try to get unstuck periodically if they are unable to reach their preferred target. AoE damage tolerance is increased until hero health is lower (65% instead of 80%) before they attempt to escape those effects.

The priority for melee heroes to use auto-attacks has been reduced until their energy levels are low.

Pet AI

The pet’s target selection logic has been adjusted so that their highest priority is

  • their locked target, then
  • the called target of their player, then
  • their previous target (to reduce target swapping).

If no priority targets are available, possible targets are chosen based on a variety of factors (proximity to their player, assisting their player, enemy type, etc).

AI Skill Adjustments

  • File:Verata's Gaze.jpg Verata's Gaze: Increased priority of using this skill on 'masterless' minions. Removed sacrifice function call since the skill does not sacrifice health. Caster prioritizes the minion that has the highest health and skips minions that have low health (< 30%).
  • File:Unyielding Aura.jpg Unyielding Aura (PvE): Checks when evaluating removal to give characters with lower priority (not healers, lower Healing Prayers/Divine Favor attributes) a chance to remove the buff first to give character with high priority to keep the buff active a chance to keep it. This still needs some additional work to ensure character w/high priority to keep the skill don't remove it if lower priority characters remove it first. Players may be able to get desired results by reordering heroes so that lower priority heroes are lower in the party list.
  • Flail Flail: Checks to see if the skill is being used by characters using melee or ranged weapons and if there is an active target in the relevant range, this stance is viable. When considering other stances to use, prioritize using them if there is no longer a target in weapon range.
  • File:Judge's Insight.jpg Judge's Insight: Ensure target is using martial weapons (no caster weapons).
  • File:"Brace Yourself!".jpg "Brace Yourself!": Try to maintain this in combat on allies that have self-knockdown skills.
  • File:"Find Their Weakness!".jpg "Find Their Weakness!": Cast on allied targets that are using any martial weapon (no caster weapons).
  • File:Signet of Illusions.jpg Signet of Illusions: Take into account the number of non-Illusion spells that they have equipped when deciding casting priority. The more non-Illusion spells, the higher they prioritize using this signet. If they have no non-Illusion skills currently on their bar, this signet should not be used.
  • File:Anthem of Weariness.jpg Anthem of Weariness: Maintain this outside of combat to optimize maintaining echoes.
  • File:"They're on Fire!".jpg "They're on Fire!": Maintain this outside of combat to optimize maintaining echoes.
  • File:Destructive Was Glaive.jpg Destructive Was Glaive: Prioritize when in combat, regardless of number of enemies in range. If this bundle is held and there are more than 2 enemies in range, consider dropping the bundle.
  • File:Finale of Restoration.jpg Finale of Restoration: Prioritize characters with lower health, do not cast again on characters that already have the buff.

June Balance Update

We are continuing our strategy of trying to increase variety in the meta by increasing the viability of skills underused in the current meta. This balance pass also features adjustments that reduce the power of several skills that have reduced build variety by virtue of being so effective that other builds don’t stack up.

Assassin

Dervish

Elementalist

  • Ash Blast Ash Blast - Reduce recharge time from 15 to 10.
  • Double Dragon Double Dragon - Decrease recharge from 20 to 15, increase damage per second to 10...34...40, increase “set on fire” duration from 0...2...3 to 1...3...4.
  • Fireball Fireball - Increase range of effect from adjacent to nearby.
  • Gust Gust - Increase recharge from 10 to 15, reduce range of cold damage on cast from nearby to adjacent.
  • Kinetic Armor Kinetic Armor - Increase effect duration from 8 to 12, decrease recharge from 60 to 30.
  • Lightning Strike Lightning Strike - Decrease damage and conditional damage from 5...41...50 to 5...33...40.
  • Lightning Surge Lightning Surge - Increase energy cost from 10 to 15.
  • Sandstorm Sandstorm - Decrease recharge from 25 to 20, increase damage per second from 10...26...30 to 20...36...40 (additional DPS stays the same).
  • Teinai's Wind Teinai's Wind - Increase energy cost from 5 to 10.
  • Thunderclap Thunderclap - Increase range from adjacent to nearby.

Mesmer

Monk

Necromancer

Paragon

Ranger

Ritualist

Warrior

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