I think GW shares a flaw with so many games these days in that it has the "Die-Retry" gameplay mechanic. Everything is completely linear. You play through it, you screw up, you go back to your last save, you repeat until you succeed, by luck or learning. (Or, in the case of Doom 3, by reloading your quick save, pointing your shotgun at the exact same location, and walking forward and headshotting the thing which surprised you last time.)
Edit: Some people are a little confused by what I mean about "die-retry syndrome". Here's a more detailed version, from a later post of mine.
I think the best games are those that allow a group of good players, to play through without die-retrying, AS LONG AS they stay on their toes and adapt. Pre-knowledge of the upcoming mission should NOT be required to pass it.
Whereas poorly designed games deliberately make you die-retry until you learn where the enemies come from, where to stand, who to attack, who not to attack, until you pass the level via repetition and rote learning. (or forum browsing...)
Oh, and note the difference between difficulty that requires skill, fast thinking, knowledge of the game, etc. versus the kind of "difficulty" that requires rote learning, repetition, or pre-knowledge of the "secret trick" to beating the task.
End of edit

In PvP, you pick a build, you beat the weak teams, you beat the teams your build is strong against, and then you come up against a build that you are weak against, and die. Oh well, bad luck. Try again. Let's hope we dont meet anyone running that build this time. (I know - in high level play, the skill is about knowing which builds you're likely to encounter given the current trends, and running a build which is not weak to those teams. But anyway...)
What do I think should be done? (It's a little too late... and Sorrow's Furnace shows me that they havent really learnt much... but there's always hope I guess.)
** Radical Suggestion :
Bring back Refund Points! *dodges tomatoes and rotting cabbages*... No wait! Hear me out!
Allow full freedom in changing atts and skills in towns as we do now. However, in PvP and PvE games, for every DP you get, you earn 1 refund point. (so 1 death = 15 refund points.)
Edit: you start at 0 points when you enter a mission/EA/pvp battle. There's a cap on how many points you can accumulate in a battle. You only get points if your DP increases, so if you hit -60 you can't get anymore refund points until you get some morale back.
You can spend 1 refund point to refund 1 attribute, like before. HOWEVER, you can spend 20 (40? 60?) refund points to change ONE skill to something else, DURING the mission/match/EA.
So you're in GvG, and you're losing by a small margin. You've discovered the secret of the enemies' build though, and you know, if you only had that one vital skill, you could tip the scales in your favour. Some quick discussion goes on in Teamspeak whilst half your team holds up the enemy to buy time. A skill or two gets changed, and you charge in to turn the battle to your favour. The enemy must adapt or die.
Or you're exploring a new mission in PvE, you've never been before. You have no idea what to expect. Halfway through, you come across a big group of Undead, unexpectedly. You take losses but some of the team manages to get away and Rebirth the dead. Instead of what happens now, where you try again, and probably die, and half the group ditches, and you have to start from scratch, instead, you come up with a new plan, substitute in some smiting spells, and after a tough battle, defeat the undead and progress in the mission. And everyone feels like they've overcome a challenge with their skill and wits.
*** General suggestions:
- More optional bonuses. Bonuses everywhere. Make the missions easy, but make the bonuses have a range of difficulty and rewards.
- Rare Bonus quests in EAs. Randomly spawned, in non-fixed locations, so that it's always an exciting adventure to find one.
- Allow resurrect shrines in missions. Make it easier for groups to retreat, rez and regroup, without monsters chasing them down forever. This is for the point below.
- Edit: In missions, (and pvp battles?) if you hit -60% DP, resurrect shrines no longer function for you. You can still be rezzed by teammates. Whether to extend this to EAs, I dunno. It might be annoying.
- The bonuses should not be completable by running, luck or via gradually wearing the monsters down by dying and attacking over and over. (ie. monsters respawn at a slow rate, the presence of healing / rez monsters, etc.) Either your group is skilled enough to take them on and win, or you're not, and after a few tries, you should be allowed to give up and move on to complete the mission. You should not be caused to fail the mission due to attempting a bonus.
- Bonuses should be repeatable. I'm mostly talking about post-ascension content. Maybe give every mission in the game a range of bonuses intended for fully-ascended players to complete. Add some replayability.
- It'd be nice if the bonuses affected the mission outcome in various ways. Maybe different cutscenes, different stories. Maybe different rewards (not better, just different).
End of over-long death-essay.