Recent Topics

Ads

Upcoming Item Rebalancing

Discuss the development of the server, emulator, and related services.
Get the latest updates on new features and upcoming changes to Return of Reckoning.
Forum rules
Before posting on this forum, be sure to read the Terms of Service, Privacy Policy and Code of Conduct
User avatar
zgolec
Posts: 774

Re: Upcoming Item Rebalancing

Post#51 » Mon Mar 30, 2026 7:42 am

gisborne wrote: Sun Mar 29, 2026 10:32 pm
zgolec wrote: Sun Mar 29, 2026 8:58 pm With all the melee power, crit, bypass and weapon proc do you plan to introduce Fortitude or something else working like it back on tank items? Its ridiculous now with some dps [*cough, cough* WE] being more tanky 1v1 in long fights then a tank... Yank w/o healer that heal him from behind is not a tank anymore but renown pinata :(
Your complaint is that a tank with massive group utility loses 1v1 to a 1v1 class that isn't wanted in groups?
Not wanted in groups? Lol.
You even played since mellee patch at all or simply trolling? Kek.

No i complain that tank is nowhere close to where it was in terms of tankiness comparing to AOR or even ROR from few years back.
All dps got more and more power, procs, crit while tank sit on his hands and being rekt without support in seconds.

I am complaining that tanks used to TANK.
If tank with 70+ block, 1000 tough, 10k hp, soft cap resistances can be deleted by WE while standing back to corner in the wall in seconds while that we is getting aborbs, regen and her health bar doesnt flinch then i say something is waaaaay off.
I can accept making 0 dmg in tanking sets but let tank be tank not a renown pinata that can be deleted almost instantly.
SM 85 / IB 83 / KOTBS 83 / WL 82 / WP 72 / SW 75
CH 77 / BG 6X / BO 6X / WE 6X / MAG 6X ...and others.

Ads
User avatar
Ruin
Posts: 337

Re: Upcoming Item Rebalancing

Post#52 » Mon Mar 30, 2026 8:25 am

I have only 1 issue with this welcomed change, it is coming before the Range DPS patch, and it can offset the balance calculations, making the works on it harder, or even reset them.
So, I have hope that the same people are responsible for both processes. Or it they are separate they do communicate properly.

Ramihrdus
Posts: 3

Re: Upcoming Item Rebalancing

Post#53 » Mon Mar 30, 2026 8:29 am

zgolec wrote: Mon Mar 30, 2026 7:42 am I am complaining that tanks used to TANK.
I don't have the exact same experience as you as a Chosen, but I agree that if a single dps can kill a tank of the same level, then the tank is not a tank.
And as you said, that doesn't mean the tank should out-damage the dps, but a tank should not be so easily killed as it is today.

User avatar
Serbiansword
Posts: 135

Re: Upcoming Item Rebalancing

Post#54 » Mon Mar 30, 2026 9:56 am

As long as PvP gear remains stronger than PvE gear, everything is fine. Unless the direction is to push the game even further toward PvE (which would honestly be a shame), then there’s no real justification for PvE items to be so dominant.

At its core, this is a PvP-focused game, and BiS items should reflect that. Catch-up options through PvE are somewhat reasonable, but they should stay exactly that: catch-up tools, not mandatory BiS pieces.
Image

Alubert
Posts: 750

Re: Upcoming Item Rebalancing

Post#55 » Mon Mar 30, 2026 10:04 am

wildwindblows wrote: Sun Mar 29, 2026 9:43 pm Remove crests from game and make gears/weapons obtainable with renown rank only.

İt is pretty easy to reach rr80 now so ppl can reach bis fasta.

İ hope this game wont evolve to a MOBA after changes.
What you're suggesting are exactly the kinds of solutions found in MOBAs.
A certain kind of grind is in the DNA of MMOs.
You have to earn everything.
I also don’t want to see GW2-style solutions here.
MMOs are characterized by complexity. You need CR, RR, and currency to buy gear. I have no problem with that.
Let’s not forget how trivial it is these days to earn RR and the unified currency, crests. Plus, the wards system makes it even easier.
80+ | Chosen | BG | BO | Knight | Choppa | Zealot | DoK | Shaman | AM | RP | WP |
40+ | IB | SM | SL | Engi | Mara |

Alubert
Posts: 750

Re: Upcoming Item Rebalancing

Post#56 » Mon Mar 30, 2026 10:07 am

gisborne wrote: Sun Mar 29, 2026 10:32 pm
zgolec wrote: Sun Mar 29, 2026 8:58 pm With all the melee power, crit, bypass and weapon proc do you plan to introduce Fortitude or something else working like it back on tank items? Its ridiculous now with some dps [*cough, cough* WE] being more tanky 1v1 in long fights then a tank... Yank w/o healer that heal him from behind is not a tank anymore but renown pinata :(
Your complaint is that a tank with massive group utility loses 1v1 to a 1v1 class that isn't wanted in groups?
What are you talking about? WE shines in the group. The best and most effective WE players have only played in groups like Advarka, Teinhala, Exoti, and Agonia.
80+ | Chosen | BG | BO | Knight | Choppa | Zealot | DoK | Shaman | AM | RP | WP |
40+ | IB | SM | SL | Engi | Mara |

User avatar
Skiantos
Posts: 83

Re: Upcoming Item Rebalancing

Post#57 » Mon Mar 30, 2026 1:28 pm

I think the Weapons from the Epic Quest T4 must be more powerfull...al least same or little bit better than Subjugator.
Most of the quests are lvl 40 and the final rewards are lvl 36 and Blue weapon....maybe,but just maybe,the stats can stay the same but they need,like all other weapons,Crits stats too.

User avatar
bittrio
Posts: 166

Re: Upcoming Item Rebalancing

Post#58 » Mon Mar 30, 2026 1:47 pm

More nerfs incoming!? Here's an idea I've had for awhile now, think about this. :idea:

In traditional gaming ecosystems, centralized control by developers creates an inherent imbalance of power. When devs unilaterally alter item stats, gear mechanics, or economic systems to suit internal roadmaps, competitive priorities, fleeting trends, or to satisfy a graph or chart on a spreadsheet. The player base, the very lifeblood of any title, becomes subordinate to their decisions. This is how it's always been and ROR is no different. Is there even another way?

Patches arrive without recourse, hard earned progress can be nerfed overnight and the community’s collective voice is reduced to forum posts (hi) and social media petitions that carry no binding weight. This model not only breeds resentment and player churn, but also undermines the long term health of the game by eroding the sense of ownership and agency that keeps communities engaged for years rather than months. I know ROR is an old title and has been around for years, but the player base is relatively low. I'd like to see 2k+ players online regularly and I think it's possible.

A compelling alternative lies in a decentralized architecture where players themselves become the infrastructure. Sounds crazy, stay with me. Imagine a system in which every participant runs a lightweight node. Whether on consumer hardware, cloud instances, or even mobile devices. Maintaining a shared, tamper-resistant ledger of game state. Core rules and asset behaviors are no longer dictated from a single studio server. Instead, they evolve through public governance mechanisms native to the game itself. Players could, for example, signal desired changes by modifying or staking in game items. Equipping a legendary weapon with a governance modifier, forging rare materials into proposal tokens, or routing in game currency toward community voted upgrades. These signals aggregate transparently across the node network, automatically triggering protocol level adjustments once predefined thresholds are met. Be it a 60 % consensus on buffing underused armor sets or a coordinated rebalance of drop rates or even set/item nerfs like we're discussing here. Let the players decide. That would be an incredible system and likely an extremely popular game. Not sure if it's possible for ROR, but I think it's worth a post here and thinking about. At the very least, let the players vote... somehow.

A model like this transforms passive gamers into active participants, even more than just playing a game they love, now we all have a say. Pretty awesome!

It aligns incentives: developers ship the initial vision and tooling, while the player run network assumes ongoing stewardship, preserving the game’s integrity.

The result is a living, player owned economy where balance patches feel emergent rather than imposed, and where the whims that once dictated change now reflect the collective will of the very people who invest their time, skill, and passion into the world. In an era when digital ownership is becoming the norm, this decentralized approach is not merely technically innovative, it is philosophically overdue.

TL;DR - It sucks that the devs change things and the players have no say. We simply accept the changes/nerfs or stop playing. I remember when there was a big riff about initiative change, nothing the players can do, take it or leave it. I like ROR, it's cool what the devs have done to keep the game going, hats off to that, I would just like to see more players thoughts brought into consideration.
Image
70 Shaman
40 Squig Herder
40 Choppa
50 Chosen

Greenskins Master Race

Proof of Work

Ads
nocturnalguest
Posts: 875

Re: Upcoming Item Rebalancing

Post#59 » Mon Mar 30, 2026 1:52 pm

Actually its great to see wiki link with some data, details and examples. Thats definitely a big leap forward in terms of communications!

However few bad things i'd note:
1. Where is google sheet link? Do you guys plan to make it open database just as abilities (amazing work on ability viewer, kudos) or it will be none public? I strongly believe that making it open will help more then to keep it none public. There will be fundation for adjustments and corrections, huge basis for feedback etc.
2. There is no in-depth concept shared, how exactly do you plan to design such system is not published.
3. Each and every itemization work done by lots of different people with lots of different design approaches has been way too rigid, not a single change has been done in RoR history to rethink itemization. So we are left with what certain person/group back in a day had in mind in terms of "class/archetype balance - itemization" link. Itemization plays incredibly crucial role in balancing. At the moment i see those are not linked, divided and may cause complete disaster, which has to be avoided at all costs (to a point of stopping re-itemization project).
4. There is no defined and specified goal published (besides boring unification&standartization), thats real bad. Absolutely unclear what to expect from all this. Most will expect bad things, thats not very healthy for retention
bittrio wrote: Mon Mar 30, 2026 1:47 pm The result is a living, player owned economy where balance patches feel emergent rather than imposed, and where the whims that once dictated change now reflect the collective will of the very people who invest their time, skill, and passion into the world. In an era when digital ownership is becoming the norm, this decentralized approach is not merely technically innovative, it is philosophically overdue.
Great post overally but this part i feel the need to comment. There has been approaches like that, with groups that were to connect into community etc etc. Nothing of this has ever worked well. There has to be a clear design.

Absolute majority of players either has no knowledge, or experience or vision to suggest anything sane. Will of the very people is what i personally dont wanna see. Imagine all the crap from forum "suggestions" goes live? Its pure nightmare imo

An example - before current balance team there has been different group of people with different design and vision (snare downgrades etc) which started to be implemented, roadmapped etc. And just like with other none paid free projects it havent been fully finished to test out. Here we go in same circles of unfinished things overlap into each other. Current design slogan is unification, but now its based on what previous group has done. And you know what was actually the feedback from each and every serious community groups? It was "DONT TOUCH BALANCE ITS FINE INSTEAD FOCUS ON BUGFIX AND MAKING USELESS THINGS (tactics, abilities etc) USEFUL". Instead we got a system revamp. Well, OK...

User avatar
ravezaar
Posts: 624

Re: Upcoming Item Rebalancing

Post#60 » Mon Mar 30, 2026 2:11 pm

Start by removing all regen Gear from the game, specially the "blue" Gear should never be that powerful and never be in the hands of a dps-class like Grimm Chest and Flshrender Jewels for ex.
GAME OVER MAN, GAME OVER
https://imgur.com/a/mlxv1nJ

Who is online

Users browsing this forum: Zerobreaker13 and 5 guests