ArenaNet:Guild Wars 2 suggestions/Non Farmable Unique Items

Non Farmable Unique Items (Discussion)
So there you are, on your way to some other place. Perhaps you have just set out or almost arrived at your destination, bags a-bulging. Imagine your surprise then, for they have only been whispered about, when the ground collapses beneath your feet and you find yourself standing in a long disused subterranean area (is that a hint of architecture over there?). Immediately you know you will try to find the very end of these tunnels, for the rumours speak of legendary treasures found nowhere else....

Ok so its true. I want a weapon or shield or just about about anything that is slightly better than everyone else's. Not by much but enough to make sure you would hang on to that baby till your dieing days, a +5 hit points perhaps or a weapon that actually is poisonous. Not to mention that ever so desirable unique as hell skin. Individual items or perhaps from a named source 'Sainted' or 'Lost' for example.

So why not introduce a random transition/event point system. No "mysterious crack in wall" or "inspect the painting closer" warning, just a fully fledged random (and invisible) event point. To frustrate myself i admit i would like to have them set at ludicrously low chance of you ever coming across one. Just a low random chance of one being on your current map and then the low chance that you would pass over that particular point. Gosh you could stuff these places with allsorts of mysterious beasties that never found themselves included in the greater Guild Wars lexicon, kind of like a subterranean Galapagos.

Completely non farmable. You would be one lucky player who had found one of these items!. Not just someone who had gone into an area over and over and over... waiting for that Boss to drop his green.
 * Why this is a good idea


 * Why it may not work out
 * If you are in a party of real players - uniques for everyone could be a problem. A valuable drop might soften the blow somewhat if its not you that gets the drop, perhaps a mini-pet only avail in these areas. (fire breathing mini Dragon anyone?)
 * Hard to find items more powerful than what's available to everyone could lead to party discrimination - those with the best weapons would get into groups more easily than those without. Is the proposed system crippled by being simply a matter of luck, instead of being a matter of skill.
 * People with more time will be more likely to get those items - they may not farm it, but the more time spent playing the higher your chance of stumbling on to one of these points.