Feedback:User/Ilr/monsters DO learn

Summary

 * Completely automated process after step-1
 * Counter-skills would be listed in every Skill's internal data for every class
 * Each Species recognizes which skills are being "over-used" to Kill its members.
 * A threshold must be met to determine which skills are a threat to that species.
 * That Species then incorporates a new counter-skill in its build every week
 * Another slot in its skillbar is appended or converted if the threat doesn't go away
 * If it can't counter the threat, then the Developers will be automatically notified.
 * If the species is still threatened on the sixth week, its population begins to dwindle and become un-exploitable.

Details
According to recent interviews, GW2 is reported to contain plans for a skill system that has less skills over-all, but more flexibility to correspond with their Focus on a Persistant & Changing environment. With this being the case, I suggest a sub-system for all A.I. controlled entities in Persistant Explorable Areas where "farming" will be most common. The Purpose of this system will be to re-equip those entities on a regular basis with different skills to counter excessive farming by over-used "Metas". In the spreadsheet data for every skill in the game, an AI-specific column would need to added (for every "Class") where the top 5 or so Counter-Skills to that single skill would be listed. ...Additionally, every "Critter" species that qualified would also have 2 or more data spaces reserved for 2 or more skills, to-be automatically datamined every week. Every week during regularly scheduled server Maintenance, every TYPE of critter native to Explorable areas and at differing levels, would have their automatic datamining tallied up. This datamining would contain atleast 2 skills. -- #1> The Skill that their "species" had RECEIVED the most damage from  during that week. -- #2> The Skill that REDUCED (or healed-back) the most damage against their Species when used by a Player or "companion". If either of these Skills exceeded 40%(example statistic only) of those statistics in either category, they would need be "flagged" instantly. If no skills qualified then it would probably be better for nothing to be recorded unless they were very high-level (rewarding) Critters. Upon being "Flagged" and dubbed "the current Bane of that species' existence"... that Species would then begin to "adapt" or replace the "counter skills" listed in the flagged skill's known-counters column. Depending on how many counters were listed, each individual entity could spawn with ANY of those 5 different counter skills in their skill bars making it more difficult for a player to Counter-spec around only 1 of the counters ...In other words: a large enough "spawn" could then contain all 5 of those known counters(depending on their class) across its collective members and ranks. Every Consecutive week that the same skills keep showing up as the Above-Threshold #1 cause for that Species' being exploited, another Wild-Card slot is converted to the housing of one of the counter skills. So that after 5 straight weeks of being exploited by the same set of skills, every member of every spawn would be using all 5 counter skills (preferably having it's "Elite Skill" slot also replaced with an Elite Counter). If that still didn't reduce their exploitation, then the entire species would start to spawn in smaller and smaller groups with fewer and fewer drops as the weeks went on. Eventually the old Anti-Farming code from GuildWars-1 could take over once their numbers dwindled enough. In the case where there is an update or balance-change made to any of the "adapted" skills that a Critter is currently using in one of those wild-card slots, it would automatically default back to the Original skill or empty slot the critter was designed with until the whole Threshold process had time to play itself out again. Generally, skill designers should always try to keep the Counter-skill listing up to date at all times. However they should also try not to list counters which contain THAT skill as a counter as well, otherwise mobs may just alternate back and forth between the same 2 skills every week instead of establishing a non-repeating pattern. In cases where that species lacked the appropriate Classes to automatically house those counter-skills, nothing would be done other than recording the Datamining Statistics for the Developers to look at later on when they normally/periodically review that information.
 * Database Foundation:
 * Establishing a Threshold:
 * Flagged Skills:
 * Facing Extinction:
 * Skill Updates
 * Guidelines for listing Counters
 * Class VS Class