Things implemented:
- Continuing 2 week release cadence – which most people get to half do before it disappears
- Improved (or at least changed) world bosses – which no one seems to do much of these days (witness fails at Jormag on most servers, the non-event that is Teq, etc).
- Updated dungeons (though only 1 was really updated) – these are ok for speed running (once the initial wow factor has gone)
- Created world events with larger scale and more permanent impact – another one that players seem to ignore. Most don’t even pay attention to invasions anymore.
- Increased number of dynamic events – once you have done them a dozen times, they fall into the “I need to farm these for xxx resources”.
- Super Adventure Box – personally can’t stand it, but that’s just my opinion.
- Added new skills and traits (though not on the scale they made it seem so this could be a rightful complaint) – some of these are good and the balances are getting better. more work needs to be done and the future changes in Dec look interesting.
- Increased way to earn skill points – most have more skillpoints than you can point a stick at. Since when did SP become currency though?
- Champion rewards – I laughed so hard the milk came out my nose – champions and rewards are two words that are only loosely associated together in GW2. Champions and junk is a more apt joining.
- Dungeon reward revamp – see Champion Rewards
- New crafting materials – most of which is account bound, takes weeks to gather and is largely hidden from newer players who don’t want to continually tip money into the game.
- Magic find revamp – this is neat but once everyone has the same MF level, what is the point?
- Making blues and greens matter more – see above on Magic find revamp. Really though blues and greens only matter for recycling, nothing more.
- Ascended weapons – poor mans legendary without the flashy particle effects.
- Improved functionality of legendaries – *good for the 1% of the population who have them(
- Replacement for Borderlands orb mechanic – now this was a good move but has increased the zerginess of wvw
- PvP solo rated play (albeit very buggy) – spvp is the weird redheaded step-child of the game
- LFG tool – * cool tool that allows you to meet people who rage-quit the dungeon at the slightest “you aren’t doing this right!!!!”*
- Limit culling in PvE – * allowed us to use the full functions of the awesome machines we play with (once A-net realised that we don’t play with consoles)*
Things not implemented:
- Updated fractals (though it’s obvious this will be released before the end of the year either on Nov 26th or Dec 24th). do people still do fractals?
- Wintersday (most likely released on Dec 10th) it’s fun playing winter games in the middle of summer
- All crafting professions to 500 let’s make everything crafted below 500 useless and superfluous in the same manner that everything below 400 is these days.
- Ascended armor (which has been datamined) Exotic is gonna be the new rare
- Building precursor (good chance of not being implemented before 2014) bets are now being laid on components only being available via the GS
- New legendary weapons will be interesting to see
- New type of legendary so a legendary legendary?
- Improved PvP rewards much needed
- New PvP map types would like new PvE maps at some stage
- Way to gain legendary skins in PvP
Looking at the list the only people who got kind of screwed over was PvPers, and even then there’s 3 updates left (excluding tomorrows) before people can rightfully complain.
That said I would argue the main complaint should be the scale of some of the things they implemented, mainly things like skills/traits and dungeons (though for dungeon updates I expected them to only be 1 or 2 new dungeons). Besides, they even said the things listed could change. It’s far better for them to be open about what they are working on than just tell us right before a release.