Dante.1763, I still haven’t a single clue what you mean by “masculine” and “feminine”. Armor isn’t dictated by gender. It depends on the body shape. It’s all a matter of boobs or no boobs. Anyhow, let’s roll with your example of the Carapace light armor.
Here’s what it looks like on a female norn.
Right off the bat, you’ll have to agree that the chest piece couldn’t be applied to a character with no prominent breasts. Or, at least, not without some changes. Either way, the armor piece would have to be redesigned from the ground up for boobless creatures, which includes only 40% of the playable female characters. Hence, a third version.
But flat-chested creatures also include 100% of the playable male characters. Do you think only asura and charr females should get the third version? Since we went through the trouble of making a version flat-chested creatures can wear, why not also allow all flat-chested creatures to wear it as well?
If we do, then we can make a fourth version. A modified version of the currently boobless chest piece (the “human male” version) so that all female characters can wear Carapace armor without butterflies, in case they prefer the no-butterfly version.
From this, we get two unisex versions of the armor: Carapace Armor, and Butterfly Armor. They could be two different sets players can work towards, instead of just one. And a bearded norn male could enjoy his armor with butterflies, too.
That’s what I mean by “all armor should be unisex”. I think it’s extremely frustrating in a video game when the same set of armor on two characters looks completely different from head to toe just because one of them has giant bags of fat on her chest.
What looks good or not on a character, that’s a matter of opinion. Personally, I would be mortified if I had the same Light Armor options on my asura and charr than what humans have to deal with.
PS: Sorry if I sound like a complete jerk. It’s partly due to my English being self-taught, but mainly due to me actually being a complete jerk.
ETA: What Elegy.2159 said. People who know fancy words can explain it better than I ever could.
(edited by Rangelost.4857)
Dante.1763, it looks like we’re going to have to get technical, because you don’t get my point.
First, let’s take a look at the Grasping Dead heavy armor set. It comes from the City of Arah, a human civilization. This is important.
Here is the human male model.
And here is the human female model.
Aside from being more skimpy (which is a recurrent theme in female human culture from the Guild Wars universe), you’ll notice that the female version also has nice plate cups for the breasts, perfectly designed to funnel incoming thrusting blades straight into the heart.
These cups cannot be flattened. They are modeled, textured and shaded/mapped this way. Because of this, it is impossible to use this design on a species that has no breasts, unless you want them to look like they have breasts because of the armor.
To have the human female version available for asura and charr, the breasts would have to be edited out. This means that a whole third version of the armor would have to be made. Well, those other three get something unique, so why don’t we, right?
Let’s look at some generic chain armor set.
Here is the human male model.
And here is the human female model.
What’s this? They are both the same?
Almost. While the armor is similar, the model is different, and so is the texture and shading. On a flat chested creature, the female version would have some sort of extra chainmail on the front for breasts that would just sag. It simply wouldn’t fit. So why would asura and charr want to wear the human female version, right?
Well, that’s exactly my point. I get that you want your asura to look like a human Barbie doll rather than a dignified asuran genius, but catering to an extreme minority won’t do. Either everyone gets to wear both versions (which would double development time for each armor set, not to mention development time to give players the option to choose which one they want), or characters continue wearing armor that is perfectly logical for them to wear.
If everyone got unique armor sets depending on both their race and gender (*cough*cultural armor sets*cough*), development time for each armor set would be multiplied by 10. That’s simply unrealistic, and we’d run into the exact same problem: people like you who want their asura and charr to dress like humans.
(edited by Rangelost.4857)
Dante.1763, it is impossible to apply the current female version armors to asura and charr female models because humans, norn and sylvari have monkey boobs while asura and charr do not. This means both the model and textures cannot be applied to the asura and charr.
And maybe you’d like to see charr in a dress designed for a human, but I wouldn’t. What makes your opinion more valuable than mine? Or even better, what if I want my norn male to be in a dress? What makes your charr female more qualified to wearing a dress than my norn male?
It just doesn’t add up, and trying to mix your personal culture’s gender stereotypes with the sex of different non-human species isn’t going to win you an argument.
Dante.1763, I won’t go into details about how insulting saying “dresses and skirts and the color pink are feminine”, but I will state that it is wrong, and should absolutely not be exemplified, let alone become a standard for non-human races.
What we don’t want is future armor sets to be available to asura and charr in the human female version. Those versions are simply not designed to fit characters with a body shape without prominent breasts.
With your idea, however, not only would ArenaNet have to design a third version (so you wouldn’t be getting what you want to anyway), but only one sex from two races (in other words, only 2 characters out of 10) would get the option to get an alternative design option. That makes no sense on both a developer’s and a player’s point of view.
You’re gonna have to get your definition of “feminine” rectified. Pants are not masculine, skirts are not feminine. Asura and charr females are very feminine as it is. They just happen to have different cultural standards, which is a breath of fresh air I don’t want polluted.
So I don’t see why this is such a black and white issue.
Because players don’t get a choice. When we equip a piece of equipment, the armor skin that shows up is the one and only version that was made for the character model.
Those of us who don’t want asura and charr females to suffer from human gender stereotypes are against the idea of basing armor models on sex alone.
The most worthwhile suggestion so far was to make all armor unisex, and if the devs want to make a skimpy and/or skirty version, both sexes should have access to it. These threads wanting to enforce human culture on all races in the game are regressive.
ETA: Using armor to identify a character’s sex is the stupidest idea I’ve ever heard. If you can’t tell the difference between a male and a female asura/charr, you haven’t been paying attention. This isn’t the kind of behavior that should be catered to.
(edited by Rangelost.4857)
Urgh. This again?
My asura and charr females are very happy without ridiculous-looking human-culture-specific female-with-prominent-breasts clothes, thank you very much.
Unisex for all, or nothing. I am 100% against more skins with boob windows on boobless species.
Actually, players in hot-join have been exploiting this mechanic for the past 9 months.
- Players join either team at the beginning of a match. 5 vs 5.
- As soon as one team has more points than the other, one player leaves that team and becomes a spectator. 4 vs 5.
- The losing team begins to lose more because it is outnumbered. Another player leaves that team becomes a spectator. 3 vs 5.
- Auto-balance is triggered. A player is switched from the winning team to the losing team, but has a guaranteed victory anyway because of the volunteer bonus. 4 vs 4.
- Immediately, spectators race to join the winning team only. 4 vs 5.
- The situation is hopeless. Another player leaves the losing team and becomes a spectator. 3 vs 5.
- Auto-balance is triggered. A player is switched, but has a guaranteed victory because of the volunteer bonus. 4 vs 4.
- Immediately, spectators race to join the winning team only. 4 vs 5.
- Repeat until everyone in the match is either on the winning team or has a guaranteed victory bonus from volunteering.
As long as ArenaNet continues to ignore this blatant issue, there is absolutely no point in joining a hot-join match other than to exploit auto-balance for free rewards.
The vast majority of players I’ve encountered in the past 9 months are saboteurs; they will try and make their own team lose no matter what.
With the new direction of Guild Wars, 2, the one and only solution is to make friends to PvP with. It’s not going to get better.
In PvE, blame megaservers. In PvP, blame reward tracks.
That’s honestly all there is to it. Bad decisions.
This is exactly why they’re selling [Upgrade Extractors] on the Gem Store (even though they’re generally more expensive than buying your gear and upgrades again).
The vast majority of players — at least 7 players out of 8 — I come across in arena matches are trolls. As in, they sabotage the whole match and purposefully let the enemy team win. The daily PvP should take no longer than 10 minutes to complete, and some days, it takes me several hours to get one single victory because my team is constantly trying to lose without leaving the match.
If you don’t already have friends, or know people who could PvP with you, you’re most likely screwed.
(edited by Rangelost.4857)
You can always try contacting customer support, but they’re most likely flooded with tickets at this time, what with the wave of players who thought giving their account information to scammers was a good idea.
Back in 2010, you could contact customer support by phone and get help within 15 minutes instead of 15 days. I don’t know if the number still exists, though. Either way, good luck!
To be fair, some characters don’t even have a falling animation. They just… completely freeze in midair, including the clothes.
There is never going to be a lag fix for you if the only information you can give us is “it’s lagging”.
Where are you in the world, and on what server are you playing? Have you tried running the game using a different port? If you play on North American servers, do you notice any anomalies between your network and [64.25.39.1]? How much lag is it, and is it constant? Do you notice similar latency issues on any other online games or services?
Give us something to work with.
Every character model has clipping issues. And while charr have more animation glitches than anyone else, it remains a very minor bug.
I’m willing to bet their customer support is currently overwhelmed with new players who:
- can hardly communicate in English;
- don’t understand how to log into the game;
- gave their account information (including their serial key) to some Chinese impersonator;
- otherwise lack any understanding of online gaming in general.
I wouldn’t be surprised if they’ve been getting more tickets than they can handle every day since the expansion announcement weekend sale.
Until players get some sense knocked into them (if that ever happens), bug squishing is going to be painfully slow, even if they’d only take a few minutes to fix.
The second someone says something hostile in PvP, they generally get a spot on my block list. That’s what it’s for, and it’s the one and only possible system that works.
Personally, I’m here to play the game, not to deal with people’s issues. While having a nice community is great and all, there’s no way you can possibly control it. Let’s be realistic, here — Tons of people are brainwashed into becoming rascals from the day they were born, and some text on a screen isn’t going to turn their life around.
Here’s what people have been doing in hot-join for 9 months now:
- Players join either team at the beginning of a match. 5 vs 5.
- As soon as one team has more points than the other, one player leaves that team and becomes a spectator. 4 vs 5.
- The losing team begins to lose more because it is outnumbered. Another player leaves that team becomes a spectator. 3 vs 5.
- Auto-balance is triggered. A player is switched from the winning team to the losing team, but has a guaranteed victory anyway because of the volunteer bonus. 4 vs 4.
- Immediately, spectators race to join the winning team only. 4 vs 5.
- The situation is hopeless. Another player leaves the losing team and becomes a spectator. 3 vs 5.
- Auto-balance is triggered. A player is switched, but has a guaranteed victory because of the volunteer bonus. 4 vs 4.
- Immediately, spectators race to join the winning team only. 4 vs 5.
- Repeat until everyone in the match is either on the winning team or has a guaranteed victory bonus from volunteering.
It’s an absolute mess, and ArenaNet has been ignoring the situation so far. I suppose it’s working as intended. If you want to actually play, you’ll have to join unranked. I highly recommend you bring a full party of friends along, however. There is an very high chance of getting AFKers and other saboteurs on your team if you queue on your own.
ArenaNet really need to see this and get a clue.
After 2 years, full zerk dps is the best option because the game relies almost exclusively on active defense to stay alive and when you know the boss or the party knows and explain to you when to dodge/block/blind what use have you of stats like healing/vitality/toughness.
If you cannot survive in the zerk meta, it’s a simple situation of Learn 2 Play.
On a technical level, this could be true because of how useless condition damage is in PvE. On a realistic level however, after almost 3 years, I’ve yet to find a group in which no one ever makes a deadly mistake.
I understand that a lot of people are all about making the game as much of a chore as possible, but there’s still people out there who play to have fun — who don’t skip all the trash mobs because they want the experience points, or who don’t want to only play the most optimized direct damage build.
I’m just speaking from experience when I say that berserker isn’t very helpful. Every time I joined a “zerker only” group, I ended up having to switch to my cleric to keep the group alive. You can argue that they sucked, but if you ask me, this whole “meta” mentality is far worse.
Guild Wars and Guild Wars 2 are two completely different genres of games. You couldn’t shove a trinity system in the latter because the game is designed around allowing anyone to play both alone and with anyone else.
In the original Guild Wars, you can’t play alone. The game is built around always having a party at your side. If it’s not players, it’s henchmen. Running around without a healer is asking for punishment, and without a tank to get in the way, mobs will take out the healers first.
In Guild Wars 2, you’re rewarded for dealing damage only. You can specialize your character to become a pure healer, or a pure tank, and you can be very efficient at it, but in a group, you will get no loot whatsoever. Furthermore, trying to do some exploring on your own without being able to deal a descent amount of damage is going to get tedious, and fast.
And no, going “full out DPS” is not very helpful. Most people don’t understand that you need to be able to survive, and the “zerker meta” is far from ideal in most cases. After all, you don’t deal any damage when you’re dead.
Thanks for the answer.
But can I complete the track more than once?The point of this post was that I really really really hate PvE
.
Most reward tracks are repeatable. While dungeon reward tracks are repeatable, you must complete the respective dungeon in Story Mode in order to unlock it permanently.
Unfortunately, all PvP-exclusive armor sets (such as the popular Tribal, previously known as PvP Masquerade) are still unavailable to this day, and while there are plans to bring them back, those remain unscheduled.
Don’t blame the game, blame the players!
If most people in your group are some of those silly newbies who believe in the “zerker meta”, prepare to pick them off the ground after every encounter. It’s happened to me a lot in the past, and I’ve learned to bring some support-build characters to try and compensate for their useless butts.
Having a holy trinity would not help at all. Not only would it multiply the time it takes to find a dungeon group by a million, but it also wouldn’t make people play together any more than it currently does, on the contrary.
In Guild Wars 2, when someone is downed, it’s their mistake. And if they have nice group members, they can get revived by anyone nearby (hopefully not another berserker — one downed is enough).
The holy trinity subtly changes the situation around. When someone is downed, it’s suddenly someone else’s fault. The healer died? Tank did a poor job. The tank died? Healer did a poor job. A damage dealer died? Everyone did a poor job. It turns into a blame game, and it turns the community against itself.
Long story short, don’t delude yourself into thinking that your old holy trinity is good, let alone better than what we’ve got.
Our lord was killed lately by an engineer, while the doors where closed… I dont know how he did it, maybe its possible to get into the base with some jump skills. But still he managed to kill the lord with all 4 guards alive. Maybe a player who really knows what he was doing, or someone using a hack.
Again, this might have been a bug. There is currently a way for people to exploit a bug which allows players to bypass the enemy gates in Legacy of the Foefire. Additionally, there is another bug which sometimes spawns players into the enemy base when they spawn for the first time.
but if u as client send your position to the server, no one should wonder about position-cheaters
That is correct. There are ways to patch it and try to prevent people from exploiting it, of course, but that’s like trying to dodge rain in a storm. If your game client has to send player position information to the server, it’s severely backwards and needs to be re-written! 
Do you know how boring the the personal story would be if it was explained as being told to do this, do that, go here, race back there, all the while you’re stuck with a pessimistic talking salad that refuses to die?
Heh heh… Commander…
When it comes to a story, though, we don’t get to choose, and there’s a reason why. ArenaNet isn’t trying to tell your character’s story. They’re trying to tell Guild Wars 2’s story, while including your character in it. The original Guild Wars did the same (looking at you, Kormir).
At the end of the day, it’s like wanting to walk through the blue door when the game tells you to walk through the red door. The story’s in the red door. There’s no point in going into the blue door. You might as well just abandon the story and imagine your own. You might as well become a rolepl— oh, wait.
i can’t believe that this is true. the server doenst manage the player-position? please tell me from where u get this information. playerposition, damage, cooldowns, complete movement must run on server-side. the client just sends to the server that he press “2”, the server now calculate everything and sends back to client.
The server does manage the players’ position. What I meant to say, more specifically, is that when a character is knocked back, launched, pulled or downed, the initial position (before they are moved) is not sent to the clients. This causes minor position desynchronization (after they are moved).
If the initial position was sent, we would no longer have any bugs causing players to appear where they shouldn’t be (like the popular bug where a downed player can’t be revived/finished off), but players would seemingly teleport every time one of these conditions apply.
One thing I’ll say though in Anet’s defense is that some of these hacks are almost impossible to stop.
That’s not true. All movement-based hacks are very easy to detect and stop. It’s just that decision-making layers couldn’t give less of a skritt about it. They want their devs working on new shiny stuff players can spend money on. The customer support can deal with those millions of tickets.
Who cares about well-written code? Nobody’s going to look at it… right?
Weird. I usually get less angry whispers when I play on my ranger, and it’s your typical longbow/greatsword berserker.
Either way, you shouldn’t pay them any mind. Block, report and move on. You could waste your time trying to understand why they act like the way they do and realize it’s nothing you have control over, or you could simply deny them the attention they crave. It doesn’t matter what you play, people will complain. Especially people who shouldn’t even be allowed to be in a match in the first place.
This never used to be the case oddly enough…
“Oddly enough” is right. It’s been the case for me for as long as I can remember. I’ve learned to try and pick practice servers myself, which is also much faster, especially now that it is the only way to change servers from within a match (seriously though, stop throwing me into the lobby when I’m not even queuing).
Other than that, there’s no point in complaining about match making if you’re queuing on your own. That’s just asking for bad things to happen.
The time left should be displayed on the reward track in question.
You can also unlock dungeon reward tracks by completing the respective dungeon in story mode. For example, if you complete Crucible of Eternity in story mode, the Crucible of Eternity Reward Track will be unlocked, and you will be able to select it at will.
It’s just a thought. I like the animations too but it’s just always off seeing a charr character having to go all fours just to go somewhere close.
Isn’t it off seeing anyone run at full speed if they’re going somewhere close, anyway? Charr walk on two legs, so if they’re not going very far, there’s that option. Alternatively, they run on two legs when their weapons are drawn, most of the time.
New players are treated like they have never touched a video game in their whole life. And trust me, it’s still not enough for a lot of players.
Alternatively, players of all levels still have access to WvW and sPvP through the asura gates in Lion’s Arch.
at time of Megaserver implementation, grouping was so random that those factors that apparantly were a part of the algorithm, meant kitten all to the reality, with guild and party members all in separate instances of the map a distinct possibility.
It hasn’t changed. To this day, I am thrown in map copies at absolute random. It doesn’t matter which home server I’m from, which guild I’m representing, how many friends are online or how many party members are present on a map copy. Two times out of three, I’m getting shoved into another map copy, away from everyone else.
Sometimes, I’m in a party with 4 other players, and after walking through a portal, we get separated in 3 different map copies. Then, we all click to join another party member’s map copy, which in reality only causes us to swap all over the place, and still end up on a bunch of different maps. It’s absolutely ridiculous, confusing, and let’s be honest, unacceptable.
And megaservers aren’t an issue exclusively to roleplayers. They are a massive blow to World vs World. It is now absolutely impossible to call your world to arms. You have no idea whatsoever where people in map chat are from.
This goes for large scale events, as well. I’ve witnessed a lot of frustrated guilds trying to do guild missions and having all the trouble in the world getting their members in the same map copy. When you’ve got a timer counting down, the last thing you want to do is try and figure out this kind of garbage.
Ultimately, megaservers are a devastating blow to any sense of community in general, and encourages players to be on their worst behavior. I’ll reiterate: it is absolutely necessary that players have the option to opt out of megaservers.
It’s been over 9 months now, and still no signs of improvement on the horizon.
It sounds like Kael Dghar FireBolt purchased some armor with Invader’s stats, which means it wasn’t an armor skin, and it was purchased in WvW.
@Kael Dghar FireBolt, the forums won’t be able to help you recover your items. If anyone, you’ll have to contact customer support. Good luck!
If the player was pulled or pushed into a hole and teleported back up, it may have been a simple bug.
Guild Wars 2’s netcode is a bit flawed when it comes to sending the right information at the right time.
Here’s an example: A player is 200 units away from a hole, and an elementalist launches the player 200 units towards the hole with Updraft.
The server will calculate that the player has been launched into the hole, and is now falling to his death. A few seconds later, he will die from fall damage.
The client may think otherwise. The player was running away from the hole as he was launched, and seemed to be 210 units away from it. When the launch animation plays, the player sees himself launched near the hole, but not inside it. A few seconds later, he dies from a heart attack.
This happens because the server sent the damage information, but not the position information. So the client is notified that the player took damage, but not that he was actually inside the hole.
The opposite can also happen. A player runs towards a hole and is pushed towards it. He used pushed 200 units, but really was still 210 units away from it. Clients might see the player fall because of the latency, but the server won’t. As soon as the player begins to move again, a packet is sent to all the clients to update his current (and actual) position, which is not in the hole. In other words, people will see the player seemingly teleport back up, next to the hole.
To prevent this from happening, the server could send more packets to the clients about players’ position (especially when downed, knocked back, launched or pulled), but it would make players seemingly teleport around more under these circumstances, and decrease overall combat smoothness.
With that said, it could also have been a hack. I’ve seen plenty, especially in arena. ArenaNet really needs to add more report categories ASAP.
I’ve noticed this on my sylvari, too. It seems to be a Level of Detail issue. If I zoom in close enough, the eyes appear to be the right color. Zooming out makes them seem much darker, if not pitch black.
I don’t see why it wouldn’t be from a programming perspective, I’d imagine the events just check to see which layer they’re present on, and if(layertype)==RP then eventtrigger=0. Yeah that’s probably VERY much dumbed down, but the gist should be there.
Preventing events from being called on a specific map copy, or even reducing the number of times they happen per hour, would make it very unattractive to non-roleplayers. Because of this, the RP map copy would find itself nearly empty at all times. And you know what happens to empty map copies…
Everything is possible from a programming perspective. That’s not what makes it impossible. What makes it impossible is having to convince the staff — the department that’s been making some insanely awful decisions lately — that making the servers run extra map copies for a minority of players is somehow beneficial.
If you ask me, megaservers are an absolute mess and have been significantly impairing my overall experience since April, but maybe that’s just me and everyone I know. What we need is an option to opt out of megaservers altogether, and play with players from our own home server only, like it used to be.
This again?
My main is a charr and I’m very happy with how the animations were designed. It’s a breath of fresh air to see something different and consistent.
I doubt being able to opt out of dynamic events would be possible. Other than that, I agree with the suggestions.
Too bad ArenaNet is going in the exact opposite direction.
Hey, it’s another one of these threads!
All you have to know is that there are tons more “bad players” in PvP than there are “good players”. And it’s not just because they’re newbies; a lot of people actually like to sabotage their team from the inside to make them lose. It’s very common nowadays.
It shifted when ArenaNet introduced the Reward Track system, which introduced PvE rewards to replace the removed PvP rewards. Because of this change, a lot of PvEers figure that going AFK in an unranked/ranked PvP match is easier and more rewarding than going AFK in PvE, so that’s what they do.
The only way this could be fixed is by filtering players a lot more thoroughly during matchmaking. This would increase the time players spend in queues by a lot, which ultimately is against everyone’s best interest.
Your solution is to make some friends who like to PvP, and who are online when you are. Party up with them when you feel like doing some PvP, and have a good time!
I think what’s the most annoying about the New Player Experience is how unpolished it is. It really feels like it was just slapped on at the last second. To this day, most of the bugs related to the NPE remain unfixed, and it continues to treat new characters like new players.
Do not confuse map copies with IP addresses. There can be multiple map copies on a single IP address. You cannot determine on which map copy you are by looking at the IP address alone.
Regardless, being able to see a list of the currently existing map copies, and being able to select on which one you want to play, should have been implemented along with the megaserver system. It’s been suggested over a thousand times; that’s how the original Guild Wars went about it. Unfortunately, we haven’t gotten word back from ArenaNet as of yet.
Sound Options
- Number of Channels (Low to High slider) — Allow players to choose how many sounds can be played at once. The very low number of audio channels by default in Guild Wars 2 makes it very inconvenient to play musical instruments near crowds. The sounds emitted from the players often prevent notes from being audible (the sounds simply do not play), which is very confusing for both the player and the listeners.
- Always Play Loot Sounds — I’ve been trying to figure out why I enjoyed looting items in the original Guild Wars a lot more than in Guild Wars 2. Eventually, I tried disabling autoloot, and that’s when I noticed that sounds do not play when looting items while autoloot is enabled. I find that these little sounds add a lot of satisfaction to picking up item — especially coins — and I’d love being able to always hear them without having to sacrifice the convenience of autoloot.
Rely on iron, not false gods.
Yep, newflash. More ambitious projects require more time. There is no way you can compare an MMO to a lobby game, no matter how hard you try. A lobby game without a z axis, mostly pathed, a whole lot less work than that.
Someone understands!
Do people even look at what they’re playing for two seconds? Have they taken the time to actually compare it to the original Guild Wars?
Standards have gone way up since 2005, and Guild Wars 2 is still setting some of those standards. You can’t expect a whole new continent to be done in a year or so with the breath-taking quality and attention to detail that’s been put in Tyria so far.
It’s not just your old terrain with a few objects here and there and invisible walls everywhere else, like it was back in the original Guild Wars. I mean, that was fine back then, but it wouldn’t cut it today. And while we have the technology to make games prettier, all of these models and textures don’t take any less time to make, on the contrary.
Non-berserker builds actually are more rewarding. Not once in over two years have I joined a dungeon group in which berserkers didn’t get themselves killed somehow.
There were even times when I had to go get my cleric to keep everyone alive because they were too busy dealing damage to keep themselves alive. It’s kind of funny, actually. People play berserker to deal more damage, but you don’t deal any damage when you’re dead, do you?
I don’t think you should get more loot or anything for not playing berseker — that would be absurd. And besides, constantly reviving your “epic zerk meta” companions is already a lot of experience points.
One or two berserkers in my group maximum has proven to be a lot more enjoyable, and completely wipe-free!
Your first negative impression is that Guild Wars 2 offers very detailed and fluid character animation? See, that was a very positive impression back when I first started playing. Now, it’s become a standard. 
Yeah, overall I more interested in SAB returning as well. HoT could be months (or years) away, and honestly until it’s in front of me I won’t dare to hype it up. Also it was interesting that no one has brought up question of what ever happened to Polymock for GW2.
Polymock, and all other minigames in-game that aren’t available yet, most likely were cancelled altogether.
And I’m with you. Everything hints towards the expansion coming out in about 6 months. If players have to wait this long with nothing to do in-game, the hype train is going to crash.
.