Yeah. There were some people saying Guild Wars 2 was going to be an entirely new experience, but the devs made it quite clear that it was going to be a hotbar-based MMORPG. The difference was always going to be in the details.
Though I guess events with branching paths depending on your actions in an MMO game is something new.
But for me, the main selling point of Guild Wars 2 is how it handles player cooperation in an unorganized PvE environment. With other games of the genre, you're encouraged to avoid other players like the plague when questing, so they don't get your kills. Heck, when you see another player in trouble, instead of helping him out, you ignore him and leave him to die, just so you don't get accused of kill-stealing. In Guild Wars 2, all players get the same experience and rewards for a fight, regardless of who initiated the fight or who dealt the final blow. Seeing another player pass by and help you out with whatever you're doing is always a good experience, even more if you form a temporary group and go tackle the same challenges after that.
And besides, I refuse to play any game with a subscription fee on principle. I think is a dishonest business practice that can only work with bland Skinner's Box techniques.
As a last point here, I absolutely love the scope of the customization in Guild Wars 2. Two characters of the same class can play completely different depending on their weapon and trait choices. I had already decided I wanted to make a Charr Warrior with dual axes and a rifle when the game comes out, so I went on the net to see what I could do. The build I made
was quite scary.