Quote:
If a game is not balanced, then everyone abuses certain advantages (say spirit spamming).
However if a game is completely balance, then there is no skill involved in the game. An example of this is rock, paper, scissors. After three levels of thinking, you're merely returning to the first level.
Player measure of skill is magnified by imbalance; skilled players compensate for the imbalance and that is what makes them skilled. Without imbalance there is no skill.
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That was pretty much my point before. However, it is not simply a matter of balance vs skill when it comes to GW. If skills are not all equally good, then it takes skill/intelligence to identify the best ones. If they are all equally good, then it takes skill/intelligence to find the best combo's (individually and for a team as a whole). Obviously not every combo can be balanced in the sense of being equally good. Some combo's & team builds stand out as being better than others. Anet tries to maintain a balance between these, most of all.
Finding these 'superior' combo's takes skill/intelligence. Even when the game is balanced in the sense of there being no 'single or only two or three 'best combo's/builds', skill/intelligence is still needed. In fact, this requires more intelligence/skill than a lot of players possess. And using certain skills, combo's and strategies requires some sort of skill as well (quick reactions for interupting spell, for example). And more importantly, playing as a coherent team requires skill too (some degree of social intelligence helps a lot with that

), and also a degree of cooperative 'skill' (a pure, uncompromising egoist (like a constant PD-defector) will not make for a good team-player.
But even if the game were to be a completely balanced game in the way RPS is, there would still be a use for skill/intelligence. Some players tend to win a lot when playing RPS, because their opponent is not selecting strategies randomly (that is very hard for humans). This means that they have some sort of psychological insight into the pattern of game-decidions followed by other players. In GW, there is the metagame. Knowing that well will give you knowledge of the statistical probabilities of encountering certain strategies in battle, allowing you to formulate answers (counters etc) to these. At that point, the game will become a lot like poker.
Like I said above, introducing new skills will upset this balance and everyone will need to go an find new 'best' combo's again (identifying imbalances and exploiting these). So a situation where the game is like poker for the top teams will not persist, though it may return once all the great individual and team combo's have been found and have become public knowledge.
Sorry for this rather dull post, btw. Some of us are science nerds.