Feedback:User/Sparky, the Tainted/Skill Sideboards

I suggest a "sideboard" or back-up skills feature in structured PvP, as opposed to WvW and PvE where skill swapping any time outside of combat is fine.

Outline

 * This sideboard would consist of two non-elite skills.
 * You may only change out your build at certain points in the match.
 * These points could be at time interval and/or round victory, splitting the match into 3 battles (for a "best of two" game type). When the round is won or time is called (and a winner is declared by some means), both teams are removed from combat and have about 20-30 seconds to change their builds from inside their starting area before the next round begins.
 * pros: would provide time to discuss build changes with teammates to make collective tactical decisions; provides for a short break from fighting
 * cons: may cause matches to take too long; players may use multiple gimmick builds with different counters, making it a guessing game as to whether or not they will swap gimmicks, which may lead to wasted skill slots (hopefully this is not possible)
 * Could be on player death.
 * pros: if you're not dying, then your builds are probably fine; if your team is killed, you get a bonus of getting the chance to counter the opponents (and if they die, they can counter your counters etc.); forces players to make individual tactical decisions at times; allows active counters to gimmicks
 * cons: a team without damage and just survivability will have to suicide in order to get offensive skills (serves them right!)
 * You choose the sideboard skills you wish to bring before the match starts.
 * You can change nothing else in your build.

Objectives

 * To make a Build War less predetermined when someone is the rock lobster to your scissors lizard.
 * To allow players to alternate their hex removals for condition removals if you find that you're fighting more conditions than hexes etc.
 * To make a gimmick's counters viable through sideboards, because overall roles will not be able to completely change with the swapping of two non-elite skills.
 * To punish overly focused/polarized team builds by not offering very as role change as counter change.