This first issue has plagued me since the begining:
-The clip brushes in this game are horrid-
For those of you who don't know what I'm talking about, 'clip brush' is a term that was (originally?) used in Quake2 to describe entities in the map that you could not see but could not pass through either (if there is a different term or technique used by the GW map makers, I'm sorry. I just speak in the terms that I know). Walls, ledges, rocks, trees, etc. all have clip brushes around them or built into them to prevent you from passing or falling through them. I can understand the idea of limiting our movements to an area of the map to prevent bypassing areas, but these entities really need to be smoothed out.... A LOT. many times as I run through the world, I become stuck on some oddball snag that has cost me several times in multiple missions and areas. Most of these are just small snaggs sticking out of small turns around cliffs or occur on turns along winding walkways. While not overly detrimental to gameplay, this problem has definately caused it's fair share of frustration for me and, on occation, resulted in my character's untimely demise. In essence, I'd really love it if you smoothed out the maps in the game

Second problem is somewhat related to the first:
-Why is it that such superhuman characters have trouble navigating some of the smallest obsticles?-
This too could be fixed by reworking the clip brushes. It boggles my mind that I can have a character who will soon be able to call down a METEOR SHOWER on their foes but can't make a 2 ft. jump out of a crack in a staircase in order to save themselves from a pack of rabid monkey-men with hammers. Unlike my characters, I am not ascended, but at least I can do a friggin pull-up to save my kiester. Enough said here, I think.
Third is a bug in the game design that I've submitted multiple reports about, but still have yet to see anything done with:
-Players and traps have no lower vertical limit to hit boxes-
This really only has any revelance in areas with overhangs and bridges. Again, while it doesn't destroy game play, I see monsters (mostly in SF) and players in PvP exploit this to it's fullest extent. Essentially, since there is no lower vertical limit to the hit boxes/triggers, a trapper can place a trap on a bridge and hit a player/monster BENEATH them with the trap. This gets particularly frustrating in maps like the LA PvP arena since the area under the bridge is a major choke point and it is a pain to go up and around to kill the trapper when you are crippled/bleeding. Warriors of any race seem to be able to exploit this as well. If they stand directly under an opponent and attack, they are able to hit them even if they are 100 ft. below them. Projectiles don't seem to be effected by this since they actually launch twards the character and see if there are any obstructions en route before doing damage. Necros have a kind of 1/2 exploitable technique they can do with this for one reason or another. When using consume corpse/necrotic traversal, they teleport to the highest plane above the corpse they exploit allowing them to get out of the fray and escape if a corpse is located directly beneath a bridge or overhang.
Fourth, I'm a little disappointed at the lack of true "Boss" characters in the game. The current "bosses" are limited to only one profession and besides having maybe a little regen, a few extra skills, slightly more health and some resistance to hexes/conditions, really aren't that different than similar monsters around their level. Creatures like the Titan bosses are only difficult because of their cronies that horde around them. If you put really any boss in the game up against a balanced team of mediocre players (or even an unbalanced group of people who know what they're doing) there is no contest. The boss is going to be cut down like a field mouse under a rotary mower. In the future (either this version or Ch. 2) I'd like to see some stand-alone bosses that really give you a run for your money. Heck, the only thing challenging about the Litch was that you had to kill him on the caldera... and even that was spelled out for you ahead of time.
Fifth, I'd like to see a little more dynamic to the hack and slash gameplay. People have mentioned including elements in missions that allow you to bypass certian obsticles or complete objectives more easily if a specific (primary?) class is present. Examples of this might include Mesmers hypnotizing a guard to let you through a gate, Rangers sniping a switch across a chasam to activate a mechinism, Warriors smashing a boulder blocking the way, Elementalists creating an ice bridge, Monks healing or reviving fallen NPC's along the way to expand your group or Necros animating a distant minion designed to complete a certian task. Of course, the goal could still be completed without any of the classes, it would just take longer and involve more hazards/enemies. I think this would add a lot of replay value to the game and give groups extra incentive to keep it mixed up and stay away from the Tank/Healer groups I see going out realitively often.
Sixth, I'd like to see mini-events happening from time to time. While Haloween and Wintersday events were nifty, they didn't really add that much to gameplay. Haloween had the Mad King, who was pretty corny and didn't really give you much in retrospect. Wintersday had Snowball PvP (probably the longest lasting add-on for me), a couple new quests (which I breezed through on all 3 of my PvE characters, but still enjoyed because they were new), and finally the thing between Dwayna and Grenth in LA which was less entertaining than the Mad King, but you still got new collectable stuff, so it was cool. The events I'm thinking of don't have to be anything too complex, just like once every few weeks, maybe throw in a new quest or have a level 60 Rotscale rise out of the bay in LA and those that want to fight it can head to the docks and beat it down (rez shrine at the fountian maybe?) and those that contributed to its defeat would have a special reward in their inventory. To advertize it, throw a town crier into LA saying something like "The undead have tapped into unheardof magics to create a being of great power and malevolence! Beware! Judging from its speed, it should arrive in X days!" Also, make the radar blip for the thing like the size of a dime with a realworld size to match


Finally, seventh, as a bonus, I think it would be nice if we could unlock the other armor/offhand/shield skins for use in PvP with faction. While we're talking about style in PvP, It might also be nice to add a Dye Mixing Station so you could come up with that perfect shade of fuscha for your armor that would make your opponent's eyes explode in their sockets... or any other color you might like.
Sorry if I come off like I'm just criticizing the game. I'm just putting a few things out there which I think would make an allready great game even better. I'd also like to thank those of you who actually sat through reading this whole post. Good luck, have fun, and go grab a drink. You probably need it by now... I know I do
