Showing Posts For Aenia Shadowforce.9148:
Rasimir, I think we disagree on baisc level. You seem to dislike big amount of people in certain area doing the same think, as they will “clash” with each other. Let me adress this:
1. Guild Wars 2 design is such that players generally speaking help each other instead of being obstacles. You cant steal somones gathering, Jumping Puzzle Chest or kill reward. On the other hand you can guide somone throught JP, provide portal, spawn more enemies in events or get rezzed when killed/downed easier. On general level more players is better.
2. The flocking you mention would be greater issue if we had 3 dailies to complete meata and only 3 available each day. Having more dailies and more specific ones (which I suggest) would direct people into specific places, but also spread them to more specific places.
3. As I mentioned earlier – Daileis are not only rewards and AP. It is improved ability to socialise by giving more poeple similar tastks each day. They are not only about ‘having something to do’ but as much as ‘having somone to help you’.
I understand why ‘low level achievements’ were introduced, I dont
understand why they are hidden (but doable) for accounts with 80 level
character. This is an issue – I want to be able to see them ingame
like all the others, instead of going to wiki to check them.
Aim of dailies is to provide players with small goals, direct them
into specific content, help them group for specific content (while on
normal day there might be no people interested in doing 14lvl fractal,
when it is daily you are guaranteed to find party) and to reward them
a little – hence AP and reward chests. Reaching daily/montlhly cap is
not a problem in my opinion. Only the reward is slightly decreased (no
more AP) – every other aspect of them is preserved.
PvP and WvW dailies (bear in mind I only provide examples) :
1. making them a little bit more specific would help a lot in my opinion.
– Daily Skyhammer, Daily Skyhammer Winner, Daily Skyhammer or Battle
of Kyhlo, Daily Skyhammer or Battle of Kyhlo Winner – those would make
people visit specific maps even if they are not too popular, which one
of them is the best – I dont really have an opinion
– Daily Poisoner, Daily Interrupter, Daily Evader, Daily Blocker, Daily Critical Hits – those are pretty
simple and connected with combat mechanics. There is a chance players
would try new classes/builds to complete these easier and can be used for PvE aswell
– Daily Ore Synthesiser, Daily Berry Synthesiser – those would
complete while gathering in WvW and could have multiple effects:
people running more and searching for camps to gather these easily,
people playing a little longer in WvW, players visiting multiple maps
to search them or just loading into one map every few hours to go to
controlled by their team keep to get them. I would argue most of these
effects are somewhat positive to WvW.
– Desert Borderlands Camp or Tower Capturer – simply increases population on given map
– Daily WvW Score – would be increased after each 5 minute cycle
– Daily PvP Netralizer, Stronghold Minion Slayer…
Lets keep it short, if such need arises I’ll elaborate on unclear points in comments.
Problems:
1. Daily section of achievements tab is difficult to navigate, there are some map specific, there is mix of PvE/PvP/WvW and Festival in one bucket, fractal dialies are in different segment, some of them give AP some not, some count toward ‘daily meta’ some not
2. Some dailies are hidden and some become disabled if player owns HoT
3. Variation of PvP and WvW achievemnts is poor
Solutions:
1. Split PvP, PvP, WvW and Festival dailies into categories (in similar fashion to Bloodstone Fen and Ember Bay), add there daily Fractals aswell
Count each of them (from any category) towards meta that grants 10 AP upon completion – I imagine this part might be tricky to implement.
2. Allow accounts with certain status (HoT available, contains lvl 80 etc) unlock addidtionl dailies, but do not remove/hide/disable any old ones. If too big variation is problem, increase requirement for meta from 3 to 4 or 5.
3. Increase number of possible dailies in rotations:
– Daily Berry Synthesiser
– Daily Skyhammer winner
– etc, there must be plenty suggestions on forums already
Addendum
- Completing FOTM dailies would be really fast for dailies if you run T3 or T4 – maybe instead of 4 separate achievements it would be possible to introduce single achievement that grans rewards after each step of completion? Only completing it fully would then count towards daily meta.
- I think additional ‘mid range’ achievements would be beneficial to game aswell. Monthly or weekly – These could include list of Jumping Puzzles to complete, meta event chain to do fully and so on. maybe ‘weekly meta’ could grant Mystic Coins instead of Spirit Shards? wink wink
Fellow Tyrians, I wanteed to share with you my observations concerning HoT maps and creatures in particular.
Encounters are both more challanging and more interesting:
- Monsters requiring different approach – kite some, aoe others, dodge deadly attacks, go to melle, reflect projectiles, get stability, do not go to melle, do not use projectiles… and the list goes on.
- Differences in monsters are highlighted – some are huge and require you to focus on them others are small and try to overrun you.
- Event spawns are balanced – no more waves and waves of mobs to be killed 1s after being vulnerable. Champions, veterans and elites, need time and focus to kill or deplete break bar.
- Monster skills combine with each other – mordrem have healers, immobilise you so that you can’t run out of deadly aoe, reflect projectiles protecting their allies…
Now, would there be possibility to revamp Orr in similar fashion? It would probably require to review all the event spawn tables, but maybe addition few more interesting, impactful and unique skills to different risen would do some good?
More health for veterans, more of them spawning in events along elites, some risen having more vitality, others more toughness, some spawmming damaging conditions, others healing allies fully, some reaping boons, others providing them, maybe stealing…
Seeing Maguus Falls gave me fresh view on Orr and its possibilities. These maps can be just as engaging!
Agreed. While I see what was the intent with introduction of unique, legend bound utility skills, this aspect hurt previously applicable skill-rune interactions.
I mean – Trooper or Resistance runes will never have any possibility of working with rev. Obviously they does not work with certain classes that do not have these (shout and signet) skill types, but at least a possibility was there.
Inculpatus cedo.9234 – link you have provided is amazing, really!
Not yet what I was looking for but it will make for a ton of amazing wallpapers.
I would love to wear some of those juicy T-Shirts that we could see during countless live streams or as a gifts during contests for US people only (yup I’m from Europe). Currently there is no possibility to buy them on any official shop (and I am not willing to pay some random guy for registered trademarks and such).
So here is a deal, I own a dye that can can more or less permanently paint cotton. I am willing to make some T-Shirts for myself and maybe for few friends (not for profit mind you!) but I lack precise enough blueprints.
All I currently have as a template are few photos or screenshots of low quality, it is really not enough to get all of these Rytlock or Scarlet details.
Can someone provide me with more accurate depictions?
You do realize it was a thing like 2 years ago right?
https://www.youtube.com/watch?v=OrGUDTlcowA
I just came up with another idea to incentivise player activity on Dry Top outside of Snadstorm time window.
Bouncing chest for events done outside of Sandstorm might have a chance to provide a Zephyrite Lockpick (similaryli to Silverwastes’ Bandit Skeletonkeys). This additional key-chance would not be present during sandstorm.
Well I have to say it, to lure people into area rewards do not need to be generally good. It is enough if they are specific, and unique in a way (unobtainable anywhere else, see SW armor or DT weapons).
See in current situation, people who want these unique for region skins, do not need to spend in this area more time than 20 minutes an hour. There is no actual need for them to push Favor up, it is enough if they get to r5, r6 once or twice to buy recipes.
I postulate, it would be more beneficial for map to have higher number of people playing on it at all times, except of rapid influx before and sudden desertion of map right after sandstorm. Even if these numbers are a tiny bit higher (10-15%) and people will get rewarded for pushing Favor up and not for being present during sandstorm, I bet average sandstorm rank would increase also.
Instead of discussing how difficult/non rewarding some events are, I would rather suggest what can be done, to make people actually play in Dry Top instead of popping in only for sandstorm. Having more ppl show up earlier and help with events = easier/funnier experiance.
Reason why people join on sandstorm only is quite simple: there are 4 big farm events, and 2-3 champion events and if you split you can do 2 more events within 20 minutes. Also in this time window you can easily get more geodes than in the remaining 40 minutes of the cycle.
There is little to no initiative to push favor to 2 or 3 level, we can observe similar “problem” with Silverwastes map.
Quite simple solution I think would be to introduce equivalent of Perseverance buff from Silverwastes. In Silverwastes the buff does not motivate people to stay longer on map, because it is easily stackable to max within few minutes before breach.
In Dry Top rewards obtainable from events are determined by the level of Favor of the zephyrites, and during sandstorm they are doubled. How about introduction of Dry Top Perseverance or however you call it, that each person on map gets each time a Favor of the Zephyrites is increased? This buff would affect how many geodes you get from events (or maybe it could give small MF increase), it could either dissipate after sandstorm or last little longer (maybe 1 hour stack) so people staying on map for over an hour get the most of it.
I would predict that such solution :
-Would not punish too hardly people coming for farm only (they will still get whatever they came for – with exception of geodes, geode rain would stop for them – only 4 geodes per event).
-Would preserve current scheme of rewards for people staying longer and helping with Favor at worse, at best it would increase their drops.
Final note: as I mentioned, this solution have not worked in Silverwastes too well because it is too easy to get max stacks contributing so little. To get better rewards in my opinion you should contribute: time, effort, skill – whatever. This is not the case for Silverwastes.
Oh noes! I came here only to remind everyone of Haisenberg’s Uncertainty Principle, you got here first :<
I haven’t paid much attention to these armors just after release, I was all like: yeah, its cool that we get new armors for free. But after installing SweetFX and certain tweaks to game’s appearance….
Man. I love them.
So much depth, such intricate patterns… After carefully examining them I started to think which insects inspired insectile parts of armors?
For heavy armor it is pretty much obvious : Monarch Butterfly (despite unability to paint small dots white).
I think medium might be Apollo butterfly? But I am not so certain about this one. Do you maybe have any other ideas? Maybe a dev could share this secret with us? ^^
Update on the case if anyone follows it:
I managed to write down some of the error codes I recieve during those unfortunate events:
1008:1:561:101
and these three happened just moment ago, in a row:
42:0:9001:4409:101 (this one in game)
7:11:3:191:101 (this popped on character select screen, after dc)
3032:1002:3:304:101 (this one popped every time I tried to log on character)
It might be only my personal taste, But I think I would swap sigils on shortbowfor cele build. I like having some kind of defensive setup, the “oh kitten” weapon, so I would go for energy.
Ok, for few days i experience following error: I log into game, load map (heart of the mists) everything goes smooth. After that, I queue for not ranked arena, queue after normal time pops, I check for readiness, I vote for map, 3, 2, 1, game disconnects.
Screen is all white and message pops that this problem might be caused by firewall settings. I double checked my router, my firewall – nothing wrong there.
This often repeats when I try to reconnect. I load to HotM, game redirects me to PvP map (I only manage to see load image for 1 second) and it goes off again.
Problem is – It is not 100% of the time. sometimes I play or reconnect without any interruption. But once or twice a day I get bad stroke and it happens.
I am stuck on loading screen, everything is loaded, 100% map load, 100% model load, but game wont leave loading screen, unless I use my movement keys (wsad). I was able to reproduce bug 4 times now.
Edit: I realised how little information I have provided: it is not connected with particular map, I got this bug on 4 different maps (bloodtide coast, Lions Arch, Divinity’s Reach and Caledon Forest) I am on server Aurora Glade.
(edited by Aenia Shadowforce.9148)
Actually I was thinking over and over… what if quickness, invulnerability and stealth (and invisibility and camouflage for that matter) were to be turned boons?
This would mean much more interesting interaction with strip/corrupt boons, but also with boon duration effects. In turn more consistency into skills (boons and conditions were introduced to reduce amount of effects one player need to remember – lesson learned from guild wars 1 rich enchantment and hex system) and turn player’s attention from UI bars to actual combat and surrounding.
Tons of skills since then drifted off form this idea, here are some of them:
– Unblockable effect from Signet of might active
– A.E.D.
– Endure Pain and Signet of stone active effects
– Impale effect
– Defiant stance effect
Chris, you asked about “what we can do inside our game mechanics to create interesting, new and challenging fights” or something like this, so I suppose we should look at what kitten nal do every player have.
1. We have obvoius things like movement (running, walking, jumping dodging) these give us opportunity to express how important in GW2’s combat positioning (most of the time) is (or should be). Puzzles that require chasing something, running away from something, jumping over something we pretty much hve a lot of these already in game (SE p1 boss have these cool rings that dmg everyone inside, they are created around players, teq have waves, CoF p1 have braziers, CoF p2 have bombs part, vulcno fractal have fireballs and so on).
2. Combat related abilities. Here it gets more complicated, we have ton of awesome features of combat in GW2 and with current possibility to swap traits on fly, most proffesions have at least minimal possibility t acces most of these. Stuns, heals, conditions, immobilise, aggro management are all part of this category.
- Maybe we could see bosses that can be damaged only in certain spots (so they have to bo dragged and held there? They might want to get away from these places, so only immobilise, stuns would prevent them from doing so.
- Maybe we can see boss spawning mobs similar to husks from wurms? heavily armored but vulnerable to conditions to create roles for greater variety of builds.
- Maybe lets make some of the bosses managable aggro? Like ooze from new TA path. This mechanics can create niche for tanky builds, maybe aggro can be drawn if character have shield equipped? This way it can be relatively easily swapped between people who discusss strategy before fight.
3. Non movement, non fight related challages. These are difficult to pull off as most of the time they are puzzles, and they present designed challange only 1st time they are encountered (riddle like skill points, most of the jumping puzzles). There are also coordination oriented challanges (tons of these in CoE and in Guild Jumpig Puzzles).
If merchants were chasing him it is undoubly item that is beaing sold somewhere in bay, regularly patroled b guards. The sold item is being considered a part of heritage of townsfolk, and is wulnerable to water, am I right?
Hi again!
I finally got to creating fll list of parts I want to get which I want to present to you guys!
Here are parts I already got:
graphics: NVIDIA GeForce GTX 560
650W power supply
Hard drive: SAMSUNG HD321KJ
And things I want to get:
CPU: Intel Core i5 4460 3,20 GHz
RAM: Kingston HyperX DDR3 2X 4GB 1600MHz XMP CL9 Genesis
MoBo: MSI Z97 PC Mate
And if I decide to get SSD it will be: Samsung 2.5’’ SSD 840 Evo 120GB (Serial ATA3) Basic 7mm
Any more input would be appreciated. From what I have checked these parts should be compatible with each other, but maybe I have overlooked something? Too weak power supply maybe?
Hey guys, thank you for responses, I will defenetly have a look at those!
so the only difference between these 2 CPUs is the potential to overclock one, but not the other right?
I was thinking about closing in 500$
On a side note, I’ve heard (just today) that it might be good idea to buy SSD drive, paired with strong CPU it should increase system performance (especially loading) quite nicely. Do you think it is indeed worth the money?
I just realised that I have no other place to post this question, its is kinda sad I guess
I got to upgrading my PC again (after installing new power supply and graphics card just for gw2 release over 2 years ago). I cannot afford upgrading everything at once, so this time I want to change CPU and Motherboard (along with RAM, as I still have DDR2).
After few discussions, I was under impression that serious bottleneck might be the greatest problem with my current setup, and as such I need a piece of advice.
At the moment I own (and do not plan to upgrade, due to lack of founds):
graphics: NVIDIA GeForce GTX 560
650W power supply
Hard drive: SAMSUNG HD321KJ
And here are the things I am considering:
CPU: Intel Core i5-4690K or i5-4460
RAM: Geil Enhance Corsa 8GB (4GBx2) 1600MHz PC3-12800 CL9 GEC38GB1600C9D
and I have no clue, what to look at when considering MoBo’s.
Any advice is really appreciated!
Here is the deal: having multiple weapons for my character, and constanly swapping them between fights I sometimes loose my offhand weapons in inventory window (when double clicking on 2h while you have 1h and oh, 1h lands in spot prviously taken by 2h and oh is treated as drop and takes 1st free place). To deal with it I bought fractal bag for exotic equipement – but as I want to have all my weapons on the top of window, as soon as bag gets filled with loot, everything gets messy again.
So here is my idea: knowing what is the order of sorting loot in bags (equipement boxes, masterwork/rare/exotic fractal bags, oiled bags and so on) I could put them in right order, so that they get filled in certain order, but my predesigned bag would fill as last (as I dont believe in random exotic drops).
Anyone had similar problem and found solution?
Anyway I think that ability to mark certain things in equipement as favourite (with little star) would be awesome QOL addition. Such items wouldnt appear in merchs/TP windows, and would be always visible among all this trash.
Hello everyone!
With recent preview of ranger balance changes I took closer look at greatsword and longbow (last time I used them was really long time ago) and here are my questions:
1. Last skill from ranger greatsword autoattack chain evades for one second. Is this time decreased while ranger is affected by quickness buff? Question comes up after observation that distance travelled with swoop skill while quickened is indeed reduced (due to shorter activation time of skill). Anyone got information if it is also the case with evasion?
2. This is more cosmetic stuff, last time we got reduced aftercast for skill (longbow autoattack) we lost really nice animation of drawing an arrow from quiver. Has anyone observed if this will repeat with animation of kick for counterattack skill (num. 4 for greatsword)? I couldnt really notice it as I have ranger norn and couldnt see from Ready Up stream if anything changed for charr ranger.
Exactly the same wiki, aricle, scrolled to the very bottom, see also links:
http://en.wikipedia.org/wiki/Dry_quicksand
I would have bumped my old topic, but this forum category was shut down.
https://forum-en.gw2archive.eu/forum/archive/suggestions/queue-size-and-your-place-in-it-wvw/first#post3069806
THIS IS AWESOME.
People, I say you: someone listens to our prayers!
https://www.guildwars2.com/en/news/world-vs-world-queue-improvements/
Thank you for these improvements Anet!
Just my word about critical damage.
Awesome idea, to unitarise the statistics (only boon duration and condition duration will remain % values) but….
Name. This topic was brought many times b4, and honestly, 1st name for “crit. dmg” was PROWESS, than for clarity most of the attribute names were changed to better reflect what they actually do (for example elementalist’s primary attribute was called inteligence, after the name change its simply attunment recharge rate).
so we had good name Prowess, changed for more accuracy and clarity to Critical Damage, which will in turn be changed to ferocity.
Please consider changing it back to Prowess.
Got another awesome idea: we could try to benefit from Pure of the voice trait (however it would require us to use another 30 in Honor, so build would need to look like x/x/15/30/30 which is ofc impossible). Since Pure of the voice converts burning into AEGIS and last cof boss heppens to apply burning quite frequently on all party members, with a bit of luck you could use another shouts to convert burn instead of dying on 5, 7, 8, 9 or 10th aegises.
Interesting challange, lts think for a while:
I would suggest starting with traited for cd “Retreat!” and use RF and Monk runes, so lets analyse:
1st aegis: Retreat at 48s cd
2nd aegis: F3, Retreat at 38s cd
3rd aegis from Rune of the monk and RF, F3 refreshed, 28s on Retreat, RF on 90s cd
4th Aegis F3 again, still 18s on Retreat, 80s on RF and 63 (if you have 30 in virtues) on F3
5th aegis, and here we got problem, still 8s cd on retreat, 70 on RF and 53 on F3. As idiotic as it might sound, I would suggest getting downed and ressed within time window between 4th and 5th aegs, to benefit from Valor Trait Courageous Return which refreshes your F3 if you rally. If you managed to do it, than our chain might continue, if not your fellow party member gets 1hit KO and ragequits.
6th aegis can be pulled from just refreshed Retreat, so we have: 48s on Retreat, 53s cd on F3 and 60s on RF.
7th, 8th, 9th and 10th aegises (time needed to refresh Retreat again) can only be pulled from rallying BUT you will get permanently dead before 9th aegis due to death penalty. You might be ressurected by other team members but I think it would take longer than 10s even if all of them were traited and geared for faster revival. Not sure what if they had quickness on them, anyway you could try to repeat process after Retreat is refreshed, because than you would get F3 and RF almost at the same time.
Thank you for links (never thought to check if its collected on wiki o0).
All of you remember the amount of hate radiating form people on forum about all these addidtional stories posted on ANet’s blog. Well (as far as I know) they are gone now. Last one I read was about blood prince, and I havn’t seen anything about Tower of nightmares to date.
Anyway, here is my reuest: Is it possible to collect them (as links) in chronological order? I belive they might shed some light on all the LS chapters, and I’m pretty sure I could miss more than one, and FOR SURE I havn’t read them in chronological (dates of publishing) order.
Got mail just like this one, mine dont asks for password, just accname and mail. And those informations are to be inserted int open-office excel document included in mail. Maybe I m oversuspicious, but it also sound fishy to me
Got exactly the same email, in similar time frames (5 hours ago). Im also a bit suuspicious (not sure if I finished my registration aswell) but I never got a single spam, so I dont know where the spam sender could get my e-mail.
I saw the video today, just wanted to hop here and share the best quote of all times (I hope somone will read it):
<in response to question when we can see new maps, modes or rewards> “Soon (…), Not as soon as you could possibly imagine… but ALMOST as soon as you could possilby imagine.”
Made my day Love you Arena Net!
Not sure if anyone noticed it, but I think mister Sparkles promotion will do good for gem prices.
Now it is more interesting to actually BUY gems via real cash (what provides more gems into the market) instead of EXCHANGING them with in game gold (what only increases the price of gems) so This is really interesting step to restore balance of evergrowing gem prices.
My only concern is that this mini is account boud, so technically speaking, there is no reason for anyone to get more than one. In order to further increase the amount og gems in game I think there should be interesting reward for every amount of gems bought.
(edited by Aenia Shadowforce.9148)
Cry more TP speculant.
I guess its a bug, heppend to me aswell, and I always get teleported to the same spot (what suggest similar to TA path anti-stuck security)
I afree with small buffs to life siphoning. Maybe last skill in dagger chain could have dmg slightly reduced and life siphon effect added? Maybe 3rd skill could bind 1 target but deal dmg in area? Maybe sigil’s siphoning effects should be increased by stats aswell?
There is no discussion that scaling on siphon should be increased, make base siphon smaller and scaling more interesting, thus making blood line specialisation more rewarding.
Bringing up post first and last time, with honest belief it was read and acknowledged by more than 1 person ^^
Torment – awesome new condition, which is barely seen in game despite being extremely flavorful and being possible solution slightly decrease problem of bleed stacking in PvE.
i would like to discuss more ways to introduce torment into play.
As most of you are probably not interested in lore aspect of skill-balance, I will try to not express so much how torment is awesome. Character infected with torment barely walking, tripping over his own legs with his mind filled with anguish and visions of pain (thats why it would be the best fitting for in order: necromancers, mesmers, thiefs, maybe engies and maybe warriors).
Today most of condition dmg comes directly from bleeds (autoattacks, skills inflicting 2-5 or even 8 stacks are seen on daily basis). This being said 25 stacks limit is hit pretty quickly. Switching some of them into torments should reduce this problem by some extent.
Here are my initial thoughts:
-autoattack mesmer’s staff and necro’s scepter could possilby inflict torment (in case of mesmer instead of bleed in case of necro as 2nd skill in chain)
-chaos armor as one of random condition inflicted upon foes
-necros elite: Plague, as 4th optional skill while transformed
-death blossom (thief’s d/d 3rd skill)
Btw is it only me or torment icon is slighly different from other conditions? I little too orange? It makes me more uncomfortable than it should I guess
I suggest making it visible for players what is the size of queue on particular WvW map and what is their place in it.
I think it would give us information on how long probably will we be standing in queue (whether we have time for fast dung or not). seeing how the queues change we could also say if people tend to leave this map or it’s popularity grows which would further inform us if its worth to go there or not.
Simple tags would I guess do the trick:
-no queue
-183 players in queue
-you are 18 in 45 player queue
Actually I think reducing number of currencies (or keeping it as it is) is really good idea. We already have so many (most of the time) useless currencies.
Pristine Fractal relics being the most obvious one (why we still cant trade ascended trinkets or neckleses for them?)
Karma being another (I dont think introducing jewel boxes was great fix, It just got rid of tons of karma, didnt make it any more tempting)
Badges of honor become a little bit more useful some time ago, but than again we were literally FLOODED with them.
Less currencies – yes
ability to exchange some of them – hell yes
more varied rewards for each currency – three times yes
rangers signets are designed in other way (passive for you and pet, active for pet only <unless traited>) so this idea has flaw in foundation. I do agree, that we lack both: healing signet and elite signet, but its effect cant be these you presented.
Actually, TP needs more usefull filters. Armor type, pimary (the biggest) attribute, or ability to choose which stats we want to see on eq (ticks would be nice).
inspired with Marcus Porcius Cato, here is my lead thought of gw2:
buff/debuff system must be standarised!
Yea, I guess it would make for new players exping in different areas more interesting than farming in Queensdale event train…
I’m not so sure about endurance being universal resource is a good idea, but im sure that endurance regeneration should be lowered or there should be ways to drain enemies endurance (particular attack for instance).
However my vote is in for restoring different types of skills. Charged skills, channeled skills, more ground targeted skills and skillshots (should warrior axe 3, or guard hammer 3 typical skillshots?). Even if not in PvE (I guess the idea of theses skills was removed because they were difficult to catch up and use, and were removed to make game esier to catch up) than in WvW and PvP for sure.
I agree with OP in most points, Southsun cove would be great place with more ppl around. Things I would suggest:
1)as OP stated, make this area zone needed for exploration, some more PoI, some more vistas, skill challnages, you know how it goes.
2) make more direct connection with other areas. Not portal in LA, its not so obvious for new players, how to get there by their own.
3) dont make it non-instanced dungeon without nice rewards (except karka queen, she has some nice drops) – as OP said, decrease diffficulty of mobs around.