I've said it before and I'll say it again.
Guild Wars is dead. Ursan has killed it.
See, ANet wants to make the game
seem hard, without it actually
being hard, which would scare away all the lazy/busy/casual people. Izzy's got them pegged as the people who want to "feel epic," and there's no better way to "feel epic" in an MMO than to thoroughly pwn something, regardless of whether it is the AI or another player, and get some feeling of accomplishment out of it.
The second part - "accomplishment" - is why we now have title tracks; the first part - "pwnage" - is why we have PvE skills.
On the surface, everyone wants a challenge, which is precisely why there's always such a demand for "high-end PvE." To cater to its customers, ANet has to introduce progressively harder PvE areas, so that existing users (who already know how the game works and have certain builds they can rely on) still feel the need to purchase the newest product. But people don't just want a challenge; they want to "pwn" said challenge as quickly and efficiently as possible. To cater to its customers, ANet has steadily increased the power of "regular" skills across the board, resulting in the "power creep" that has caused many people frustration in PvP.
(To see what I mean, compare the lone Fire Magic Elementalist elite from Prophecies, [skill]Mind Burn[/skill], with its Nightfall brethren: [skill]Mind Blast[/skill], [skill]Savannah Heat[/skill], [skill]Searing Flames[/skill].)
The problem with the power creep in PvP is easy enough to fix: nerf it for "balance." Sure, by nerfing something after it's been released you're effectively admitting you messed up in releasing the content in the first place, but at least you'll get all the lazy/busy/casual people - the ones who don't want the metagame to stabilize on its own, and would rather see a popular/functioning build nerfed - to agree with the "balance" assessment. Sure, there's a possibility that you might piss off some customers if you nerf what they're using into oblivion (see: Paragon), but those are the people
playing the meta rather than
complaining about it. They're either inventive enough to find new "broken" things to pwn with, or uninventive enough to be incapacitated by nerd rage until a new "broken" build shows up (see: PvXwiki build user).
PvE is where it gets trickier. There's no way to nerf the
environment for "balance." Anything that makes the monsters weaker will be taken as an admission of guilt unless the change can be conclusively shown to fix an
unintended consequence of skill interaction or area design. The only variable left is the power of the player, which, while cranked up due to the power creep, is still limited by PvP "balance" changes due to the brilliant design decision on ANet's part.
Given this, is it any wonder that ANet would introduce PvE-only skills? PvE skills are supposed to be overpowered
by design, because their function is to speed up progress through harder PvE areas without influencing the "balance" in PvP. Sure, they go against the initial brilliant design decision of combining two games into one, but - most importantly, from the business standpoint - PvE skills free up dev time, which is ANet's chief concern at the moment.
Right now, Guild Wars is a
financially dead game. With no more chapters or expansions planned, there is absolutely no
financial reason to develop more PvE content, or even attempt to "balance" existing PvE content. A "nice" game company - which is how ANet initially marketed itself - would do this just to be "nice" to the customer base, in the hope that the customer base remembers how nice ANet was when Guild Wars 2 comes out. A "good" (or "financially successful," if you prefer) game company - which is what ANet is trying to be now, what with all the GW2 changes aimed at breaking into the "general" MMO market - will not waste its resources on a "doomed" product. What we're seeing right now is ANet's attempt to back away from just such a product - which, sadly, Guild Wars has become - and focus its manpower on Guild Wars 2, which, due to the business model ANet has elected to follow, needs to succeed if ANet wishes to continue its operations.
But what does this mean for us, who are still stuck in Guild Wars *1*?
Don't expect "balance" changes. In PvE, you'll get skill tweaks to make things easier so that people can fill their Hall of Monuments and have an incentive to buy GW2. In PvP, you'll get skill tweaks to "shake things up," but these will more likely than not be done at a whim, just so that "underused" skills see play. Since its impact on the Hall of Monuments is much smaller by comparison, there's technically absolutely no reason to tweak
anything about PvP, but any change, no matter how minuscule, will keep people interested, and by extension keep them playing and grinding towards a full HoM and a GW2 purchase, which is what ANet wants.
Call me a pessimist and a cynic, if you must, but do
not call me a liar, because everything I've said is true.
Guild Wars is dead. Long live Guild Wars 2.
The only thing worse than living in a dead world is living in a dying one.