Ok so someone please fill me in.
I bought this game before release and played it until december...3 lvl 80s (ranger, theif, guardian), and some decent spvp, and sparingly played wvwvw.
I quit playing because the game was so broadened out, and even though there were dynamic events, it still feels like you are alone. I got the dungeon gear i wanted and that was the final straw. Nothing left to work for. All the fractals and dungeons and pvp and pve had the gaming base strewn out so sparsely it was silly.
Loved the game at first but the massive world became a senseless grind that i couldnt hardly get a dungeon group together for. I wanted WvW to be my endgame but it really just didnt do anything for me.
After the Karka event weekend, i uninstalled.
Is there any reason i should think about coming back?
What you can experience within WvW can differ within server, and between servers. Personally, I don't play it much because in the end, server success will always boil down to the largest zerg wins.
however, with a good guild populated with good commanders that really know their shit, WvW can be quite different. Roaming is far more fun than just joining a zerg and storming castles. Good commanders can take a group of about 5 and take on zergs many times their size. That is where WvW shines, but in my experience, that is not the predominant play experience in WvW. it just takes time finding the right group to play with. The other problem, as mentioned, is that top guilds will simply get paid to move to another server. The rich get richer, basically. Kaineng was moving up fast on the boards until hitting tier 2 and finally getting some competition. Then, WM and RISE and others fled to TC. oh well.
as far as dungeons go....groups aren't that hard to find, you just have to use gw2lfg.com. I don't think this is the perfect solution (in-game would be best), but it works well enough. Problem is, most people will just run CoF path 1 over and over b/c it is a gold farm. You can certainly find people to run all dungeons, but it isn't as instant as CoF groups. And this ends up creating a population of players that only knows how to run CoF a certain way.
Last time ANet tried to re-balance dungeons, it didn't work out so well. I don't have much faith in a CoF "fix" making the dungeon play more diverse.
So, you can find these groups, but it takes time and patience to find groups of people that you want to run with and are willing to change things up.
I think about how ToR made daily FP runs and sometimes I think that would help GW--you create a daily reward for running 2 or 3 dungeon paths. group finder puts your group together randomly, and the dungeon path is assigned, randomly, from the pool of paths. This would certainly help the population to diversify and improve their skills, and make the experience better for those that like dungeons....but that would be instantly problematic with GW2:
--Yes, you can run a group with just about any combo of classes, but a team of rangers or elementalists, for example, is going to be at a clear disadvantage compared to a team mostly of warriors or guardians, a mes or a nec/ele, etc.... (ToR put the group together based on trinity slots: tank, healer, 2x dps)
--some dungeon paths are either completely brutal, or far too long to make this a daily event. Cof 1/2 quick and easy; CoF 3, too long and major pain in the ass for little comparable reward. In a way, I think the balance is nice--those that like long arduous dungeon paths have something to do, those that want something quick have that as well. You could tier the dungeon pathing lottery, i guess. No one really wants to stumble upon an Arah 4 (can be 3 or more hours) when just trying to finish a daily...