Guild Wars 2 Interview and Editorials

The Guild Wars enthusiasts over at GuildFans have published an interview with ArenaNet's Eric Flannum about the sequel's stealth mechanics, boss fights, dynamic events, and more.
GuildFans: There's been a lot of discussion and concern over the addition of potions, is there anything you would like to clarify about that decision? Maybe expand on some of the design goals and benefits it brings to the table?

Eric: Energy potions provide us with a long term resource. If you think about almost any game, there is always some form of long term resource that allows the game to balance difficulty by causing players to use up more of this resource in tough fights. In many RPG's this resource is health and energy potions, in many FPS' this resource is ammo, in many MMO's they'll use item durability as well. In any case the long term resource allows the designers more leeway in balancing encounters as well as often providing many secondary benefits.

Now, I've seen a lot of conjecture that we went to the energy potion system out of (laziness) or because for some reason we want to make the game (more like WoW), neither of those things could be farther from the truth. We have actually had many systems in the game and working over the past few years. We've tried health potions, temporary power-ups, some forms of ammo for skills and everything in between. The reality of it is we feel like none of those things have been as easy to understand and pain free from a player perspective as energy potions. Energy potions not only act as a good long term resource for us but also serve as a minor gold sink, provide a common loot drop, and help provide a decent attrition mechanic in combat.

Being a complicated issue there is of course a lot more to the argument for and against energy potions and we're constantly evaluating every aspect of the game looking for better solutions. If we come up with something that serves the game better than energy potions rest assured we'll implement it.

GuildFans: Stealth has been confirmed as an ability for certain ranger pets, can we also expect to see players using it?

Eric: Yes, in fact rangers have a utility skill that allows them to stealth while they are standing still. I know a lot of people immediately jump to the overpowered version of stealth that they've seen in some games when anyone brings it up. I do think however that we've got a good handle about how to keep stealth in check. Things like limiting stealth by time, not having professions that destroy everyone when attacking out of stealth, having a lot of ground targeted attacks, and stealth detection skills can keep professions who use stealth in balance with everyone else.
And if you're in the mood for some editorial action, Ten Ton Hammer brings us a profession overview and a piece on guilds. Some interesting stuff coming our way:
Another feature being implemented will be the ability to chat with your guild from your web browser and, presumably, your mobile phone. This will provide a bit more access to guild chat and the ability to speak with your friends without having to give away real life information when you're not at home near a GW2 accessible computer. That's a godsend for those times you're stuck listening to someone and you can't break free to run home and tell your guild, who is counting on you, that you won't be able to make it.

While there is almost no information available on the subject, there will also be (Guild Achievements.) Guild Achievements are presumably achievements that can be earned for certain guild actions. Perhaps holding a keep in WvW or winning battles as a full guild in structured PvP. That can be something pretty neat for people to work together to earn, but can become frustrating if people begin demanding a guild to have certain achievements before they join.