I want to get some thoughts on this. I vaguely recall reading at some time in the past that Asheron's Call (or some other mmorpg) had a feature where, if many people were using a spell, that spell would become less and less powerful. I don't know if that actually made it in as a feature, but I was thinking about how there are several skills that are pretty useless in GW, and a couple that are overwhelmingly popular. I myself prefer to have lots of variety and creativity in how I can play the game (although GW already has oodles more than say, WoW)
What do you think about some sort of auto-balancing (or rather, auto-variety creating) system, where skills that are equipped by many people, and used by many winning teams, gradually (over weeks/months) become less effective (costs go up, or effects go down, etc). Whilst skills that are rarely used, become more effective? I also think the current "effectiveness modifier" of a skill should be clearly stated so you can keep track of what's hot and what's not.
I think it might be interesting because some odd combination of skills might suddenly become viable, whereas those FOTW famous builds will become ineffective more quickly. (Especially those builds that have very few effective counters - like a well run spirit spam, which seems to only be defeatable by a handful of strategies. Such as EoE).
It would also encourage balanced groups. If everyone was running 5 Air Elem spiking teams, then it would get real old real fast. And it encourages quick thinking and adapting.
And somehow, I prefer an "automated" system over getting the devs to muck about trying to fix balance issues. It often seems like whenever they make a patch to fix balance issues, a whole host of whinges and other problems pop up.
Any suggestions how it would work? Possible problems to overcome? Anyone seen any similar systems in other games, succeed or fail?
R

