. . . especially when you get 1 black lion ticket scrap after 8 tries and you need 10 to make 1 black lion ticket, which is still not enough to get something of interest.
The chests are random drops, the keys are random super-rare drops, and then to make matters worse, you only have a random chance at acquiring a scrap of a worthwhile reward in the chest. Of all the things in the cash shop, RNG chests are pretty much my pet hate. The festival chests were a close second.
I can't remember ever getting a key drop. I've seen less than a handful come out of map completion rewards, though. They and fine transmutation stones really need a chance boost to be more than cash shop bait.
While I get the point about contextual differences and "It's how you say it, not what you say", I think Anet should be well and far above the need to moderate based on the precise nuances of the language used, because it is a professional company and its customers' opinions matter. Whether the customer says "Anet lied to us" or "I feel like Anet lied to us", the core feedback message is exactly the same - "I feel cheated/misled/deceived, and I'm unhappy about it". You're also always going to have issues where you have less literate/younger users not so skilled at using hedging language, or have non-native speakers who cannot read the social-interaction difference between the two phrases.
It's just petty to moderate your customer voices at that level. With Martin's school teacher-esque "You have been warned" final sentence, and the prospect of being moderated because you didn't say all your 'Pleases' and 'Thank yous' before you gave your feedback, it's an extremely condescending way to treat your customers. Like you said, Shanaeri, addressing feedback is much more important than throttling it with infractions and bans, even if all you do is say "Thanks for the feedback."
The moral high ground is your saving grace in customer service, in any job.
You'd have an easier time with infused gear, but it wasn't required.
Infusion in prophecies was trivial to acquire (complete a mission you'd be completing anyway as part of the story). It also had story relevance, in that it protected against mursaat powers and gave the player character the ability to take them head on once it became clear they were the enemy. It's nowhere near an Ascended gear equivalent.
I totally agree that there should be more challenging content in GW2, but it should be skill-based, not driven by gimmicky mechanics like agony or made a lot easier for people who are able to invest a significant amount of time in the game versus casual players. A statistical level playing field at max level would have made this much easier to achieve.