I had a busy weekend, and now there's a lot I want to comment on but I dislike long multi-quote posts... I'll try to make this quick.
If you're reading the novels, read Edge of Destiny, then Ghosts of Ascalon, then Sea of Sorrows. That's in reverse chronological order, but best enjoyment order. It also helps to note the timeline printed at the beginning of each book.
I don't think Necros are overpowered right now. They've been given one only one new Fear skill in the form of Spectral Wall. Other than that, they've been given one other CC skill in the form of their Death Shroud 5. Burning has helped their DPS a bit since it's the equivalent of five bleeds. The primary thing they've done is up their survivability by making it about 50% easier to up your Death Shroud bar. If that's all it takes for a class to become overpowered then I can see why ANet never touched Necros beyond bug fixes. This is also why Rangers will never be awesome. If people are actually trying out that AoE Diversion Mesmer trait, the metagame might have gotten more interesting anyway.
Here's the truth: Necro always had a ton of this amazing ability, and both class stacking along with condition spikes are annoying. Even before the patch, the WvW meta had been shifting towards Necro condition pressure through the use of Staff marks, ranged wells, and Epidemic spam. Terror, the trait that lets Fear do condition damage, was already hard hitting and was even nerfed a bit by being put higher up the trait line.
And the fact is that they didn't take away the one weakness Necro still has: extreme weakness to CC. Both condition and stun versions of CC. Necros absolutely have to force the battle into their terms, or at least relatively even terms, because attrition still doesn't work in GW2 all that well unless you're kiting. And you're seeing it in hot join right now, especially with the buffs to Hammer Warriors.
To me, it feels like Necro was bumped up to one of the higher tier of classes, but not completely OP, and it's going to take a while for people to adapt. However, the threat of both them and Engineers are going to keep the tPvP meta decidedly on condition hate for a while longer. Which is sad, because we were just starting to move away from that.
I'll watch the ESL stream later today. $33 is a really good deal for any big game. Hawkian is back, cool. Concerning the developer who left a dumb comment on the PvP forums, I know he means well but it feels like ANet doesn't understand just how some of their design decisions have led to many, many people seriously sticking to only one or two game modes only. That said, the server prices are not all that expensive.
It would be nicer if guilds could more easily leave marks in PvE, WvW, and PvP, and I could picture guilds becoming less of the "extra social group" or "military raid group" stereotypes you always see and more like corporations such as from EVE Online or real life guilds that form teams for open world defense, dungeons, WvW ownership, and PvP tournaments in order to gain in-game fame and fortune. Could you imagine how WvW tactics would change if your guild earned a gold income from owning a keep, tower, or supply camp? Or if guilds earned commendations or more massive influence boosts than they get now for winning in PvP tournaments? You could easily take the WvW system for claiming ownership of a place and use that for towns and outposts in the open world, and if a guild didn't stay in that area watching NPCs and pushing back enemies, the economy for that zone would grind to a halt.