1. Dungeon enemies. The dungeons are supposed to be challenging yet fun, I think the challenge is right at the moment, but a part of it is done in an annoying way: by multiplying the health and survivability of foes. My dungeon experiences so far have been tedious, because every enemy takes at least a minute to kill, often longer. I feel like I'm hitting everything with a wet noodle, and it feels more ridiculous when it's another human (my Guardian is a human).
2. Dungeon rewards. The explorable mode rewards have been made into a huge grind, I am assuming to make the game last longer. In my opinion the artificial lengthening of content is one of the worst mistakes in current MMO design, and even more tedious than the time to kill dungeon enemies. I get that special armor looks should be hard to get, but getting them should be fun, and as it is now the dungeons are not fun to me or many of my friends. Knowing that I'd have to run the same dungeon 59 times just for one set of armor that's barely a stat upgrade and just different looks for my gear, and just maybe a stat combination for some build I could make, I just won't bother instead.
3. The PVP System. I love sPVP, it's fun. But where is everything other than capture points? There is no capture the flag, there is no Guild vs Guild, there is no team deathmatch, with or without npcs. There's the tournaments, but I'd love to see Hall of Heroes make a return too. As it is now, the PVP options of the first Guild Wars were far more fleshed out and more defined. Also, games should not accept new people when it's 495 to 50 points.
4. Events. Anet hyped that events can make huge changes to a zone and have a significant impact in how things work (or which don't work), but they are all very self-contained and have no impact that lasts longer than 30 minutes at max. There should be more meaningful events, like a meta event that slightly influences the entire game zone for up to several hours. Imagine if the poisoning of Queensdale's water supplies would actually spread sickness across the zone, and you would get experience and karma just handing out antidotes, you could hunt down poisonous enemies for antidote ingredients, new events would appear across the zone, maybe a farm or two would become abandoned, and so on. Fixing things that are a result of the poisoning of the water would eventually lead to returning the zone to normal.
Also, it seems like the existing world events are almost all entirely too easy, at least on a high population server. The only ones I ever remember failing are high level world boss events and unbalanced unwinnable events, or events that are straight out bugged.
5. Minigames. Where are all the minigames? Anet hyped that there's lots of them in the game, yet I've to see more than three having been to nearly every zone. I'd love to see some special casual PVP types at Heart of The Mists, like the end of beta event Hunger Royale, that would make an excellent PVP minigame! All it needs is a queue system that's more visible than "you are queued". It can be very simple things too, such as climbing trees to find fruit (jump puzzles are popular










