To be honest I have some issues with how GW2 code handles short network errors. To give an example, lets say that once in a while you have a very short burst of packet loss. Lets say it lasts only for 10 seconds or so and you get a 5% packet loss and then everything gets back to normal. In most on-line games I remember this results in a brief state where everything “lags”, or everything gets frozen but then unlocks itself and operates as it should. Sometimes you get a DC. In case of GW2 however, it will never DC you unless your Internet connection died for good. Otherwise, if the game will encounter some even small packet loss for a very brief amount of time, it sort of glitches. You still see everything around you moving as it should, players included. You can still run around the world normally. But all your abilities on the action bar becomes locked for good. You cant fire any skill, you cant interact with anything. The only way to remove this glitched state is to relog. This is very painful in case of WvW. So if from some reason my routing between home and GW2 server encounters a small few percent packet loss for the merely few seconds, the network code crashes and I need to relog. Back to over an hour queue to WvW most likely. I believe this should be looked at and some error handling code added to allow the client to deal with such things in better fashion.
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