It's a bad fanfiction tier "continuation" of the guild wars story, with none of GW's strong points, and only the weakest lipservice paid to OG GW1's "world".
I'd say even EoTN was a bad fanfiction tier addition, and it went downhill from there: It retconned the charr, retconned the ascalonians into some kind of colonizers, finished off whatever ambiguity there was around the mursaat, and turned our god-slaying heroes into the NEW races' errand boys who don't give a rat's arse about us. I get the last part, they wanted people who just got their feet wet with the tutorial areas to access this and it makes sense for them, but they should have really locked this behind at least completing one of the base campaigns. Then again, it's MMO logic of the time.
A bit more on the new races, they follow the standard formula of WoW with very little deviation, so aside from the humans we have:
the "Warrior Race" - the norn, giants with an animal shapeshifting gimmick that was heavily underutilized and this led to them being little more than "big (dumb) humans" with a norse theme.
the "Magic/Tinker race" - the asura, who are for the lack of better words, furry-scaly hybrids of gnomes and Stitch from that Lilo and Stitch cartoon, down to technobabble and high-gravity egos.
the "Nature race" - the sylvari, who are more or less night elves with a plant gimmick, and had to, along with their entire city/tree be grown from the ground. literally.
the "New old race" - the charr, who although present in the OG gw1 story, as unrepentant villains and literal monsters, were given the warcraft 3/wow orcs treatment on steroids, and they aren't even at war with the humans anymore.
Now this wouldn't be too bad, at worst just being boring and generic, except GW had plenty of races to choose from, who had to be sidelined to make room "new writers' pets", and this was done in an atrocious fashion.
The norn shared their norse style with the dwarves who got conveniently written out of the story for their sake. To add insult to injury their supposedly big and meaningful sacrifice, the culmination point of EoTN was later downgraded into having done precious little, only killing a small general of the big bad fire dragon.
Now if dwarves were "too generic" for the "arrtistic" minds of ANET, who made an effort to distance themselves from WoW only to end up adopting their conventions wholesale, the Tengu (Caromi, Avicara, Angchu, Sensali, Quetzal) were a great alternative - They were actually present in prophecies, were shown not to be complete monsters in factions lore and quests. I guess thats a retcon compared to prophecies, but the tengu were a lot less developed than the charr, so it was not nearly as much of a break from the previous presentation. Now in GW2, they... built their wall and more or less stayed out of the events as much as they could. Honestly I understand them. And made amends in Cantha I guess, although I havent played any of the expansions.
For the asura, the mursaat were much better candidates for the "race type", thanks to the original ambiguity given by GW1's final plot twist, that their whole "evil plot" of fueling magical batteries with human souls, and their big fortifications were meant to keep the titans from overrunning Tyria. And while the titans did indeed pour out to all corners of the continent under the Lich's command, it doesn't mean the mursaat should become extinct, although it kind of did. In EoTN and even more in GW2, they were turned into the most one-dimensional cartoon villains you can imagine. Just for comparison's sake they had more redeeming qualities than the charr.
The sylvari had no equivalents - although I have no doubts that they could have twisted the wardens into a playable race like they twisted the charr, or they could have kept the dwarves and the tengu, and also a breakaway charr faction (similar to the ones we find in the Realm of Torment). Alternatively, the Naga could have been developed into something playable, or abaddon forbid the margonites (since that kill-stealing kormir was in charge now). In hindsight, I don't even mind the base concept of the sylvari as much as their popping out of nowhere and taking most/all the spotlight. (Maguuma druids? Wind Riders? all the unique stuff from gw1? Never heard of them! say GW2's writers)
This doesn't even get into the watered down skill system (or more precisely the lack of it), half-arsed trait system, the wacky level scaling, zerker-unga-bunga instances, etc. Or the gigantic bait and switch that the "personal" story was.