I bet lot of you guys know the following situation, our dear auto-imbalance system can act weird.
For a short example, look at the following screenies I took.
Okay, let's see our everyday cRPG clusterfuck.
Team one, charging up to the main Village.
Team two, defending the main Village.
Notice how many ranged units are there on team two. This happens a lot.
Also, a very nice picture, what an execution scene..
So, I don't know if the following idea is possible, but I' have an idea for improving the auto-balance system.
Let's say you want to be an archer, so you invest in archery WPF, and Power Draw. After an ammount of these special skills, you shall get an "archer" tag somehow, I don't know if the game is capable of such things. Same goes for.. let's say a horseman. If you invest a lower amount, you get a Light Cavalry tag. If you invest more, then a Heavy Cavalry tag, et cetera, et cetera..
It would really help the balancing, if it could sort players by their skills, and after that, performance.
Thanks for reading.