Secret Clubhouse: Guild Wars 2 Expansion’s Guild Halls

You and your Guild Wars 2 [officail site] guildmates will get a secret clubhouse to hang out in with the Heart of Thorns expansion, as it reintroduces guild halls from the first game. They’ll be a lot swankier this time around, involving a lot more work and giving you more to do as you build and customise them, as developers ArenaNet have explained in great detail following an E3 announcement. Eight chunky blog posts tell exactly what you can expect as a guild member when it comes to the new guild housing situation and how it now fits into the game’s storyline.

Obtaining your new guild hall is a quest in itself. You’ll need to liberate an ancient ruin of its Mordrem squatters before claiming it for team. At the launch of Heart of Thorns there will be two different styles of guild hall available, though there’ll probably be more in the future. Two’s enough to be getting on with for now. Especially since the customisation options seem so impressive.

Guild missions are also being overhauled and made available to new guilds right from the start. Since these are now your source of one of three guild hall upgrade materials, it would be unfair to keep them locked up until late game. So expect to be spending even more time with your guild mates, whether you’re at home in your guild hall or not.

ArenaNet are also adding guild teams to the game. These are five-person teams created specifically to fight in PvP arenas. The blog post promises this to be a “platform feature”, with a greater variety of guild team adventures coming later. That itching feeling you have right now is the suspicion that Arenanet may be intending the enter the world of MOBAs with this new 5v5 guild team mechanic.

There’s tons more information for you to check out ahead of Heart of Thorns nebulous release date. You can find it all over at the Guild Wars 2 blog. Specifically:


  1. anHorse says:

    Still no actual wars between guilds

    • Merus says:

      Actually, no, this promises several avenues for wars between guilds:
      * the PvP arena in the guild hall supports three teams of 15, enough for the GvG scene to easily put together fights between any two guilds instead of only on specific servers
      * they’re introducing a guild team leaderboard, so guilds will be matched each other in PvP and can vie for status
      * guilds will be much more directly responsible for the defense of objectives in WvW (which is, essentially, a war), with every objective being managed by a guild (including NPC guards sporting the guild’s colours and tag) and that guild providing the defensive upgrades

  2. Dawngreeter says:

    There’s very little chance GW2 is heading in the Wizards-Pushing-Lanes direction. There is a new PvP mode that was beta tested and it took a little bit of inspiration from DOTA-likes but it’s truly just a little tiny bit. It plays absolutely nothing like a wizard-em-up. And it lasts 15 minutes at most, though I haven’t seen a game last that long.

    One of the most significant reasons for GW2 having to steer clear of the tri-lane tower-wrecking thug of war is simply due to the 15 minute limit. There’s a lot of investment in the existing PvP modes and people are getting a certain amount of stuff out of them. This is an MMO, people do whatever is the most efficient way to earn stuff. So any new mode has to respect that existing limits. You can’t pack a lane pusher into a game that lasts 15 minutes at most, though realistically about 10 minutes most of the time.

  3. nottorp says:

    I think any article about the GW2 expansion would have to mention the expansion pricing for existing players problem…