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Upcoming Item Rebalancing

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rorswar
Posts: 23

Re: Upcoming Item Rebalancing

Post#61 » Mon Mar 30, 2026 3:51 pm

bittrio wrote: 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.
Thanks, ChatGPT.

Horrible idea. In a "competitive" game like RoR, people are naturally incentivised to see the classes they play buffed, whilst getting classes that they struggle to fight seeing nerfed. This forum is prime example of this.

The wisdom of the crowd doesn't always work, especially when the problem is too complex to grasp for most people. Again, this forum is an excellent example of this where most people only vaguely understand the few classes they regularly play, with little to no understanding of other classes, let alone gear, bonus sets, pots, and all the other things that influence balance.

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bittrio
Posts: 167

Re: Upcoming Item Rebalancing

Post#62 » Mon Mar 30, 2026 4:02 pm

nocturnalguest wrote: Mon Mar 30, 2026 1:52 pm 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
Yea there's pros and cons. I don't think we've seen a successful implementation yet, but I think we will (hopefully) soon.
rorswar wrote: Mon Mar 30, 2026 3:51 pm Thanks, ChatGPT.

Horrible idea. In a "competitive" game like RoR, people are naturally incentivised to see the classes they play buffed, whilst getting classes that they struggle to fight seeing nerfed. This forum is prime example of this.

The wisdom of the crowd doesn't always work, especially when the problem is too complex to grasp for most people. Again, this forum is an excellent example of this where most people only vaguely understand the few classes they regularly play, with little to no understanding of other classes, let alone gear, bonus sets, pots, and all the other things that influence balance.
The devs of this game play as well so this point is moot. They are 'naturally incentivised to see the classes they play buffed, whilst getting classes that they struggle to fight seeing nerfed.'
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Noh
Posts: 28

Re: Upcoming Item Rebalancing

Post#63 » Mon Mar 30, 2026 4:32 pm

Create an analogue for Destruction.
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Starx
Posts: 398

Re: Upcoming Item Rebalancing

Post#64 » Mon Mar 30, 2026 9:01 pm

I wont say anything about the stat/weight changes until they are out, but im a bit worried about procs.

Personally I think weapon procs are extremely underwhelming across the board outside a few outliers like the one in the post above, yet still niche and usually a case of being something valuable in terms of being applicable in AoE.

Id like to see all weapons/offhands recieve procs, its a nice bit of flavor/fun.

I also think it is EXTREMELY important that more information about the proc be present on the tooltip, specifically ICD and what abilities it works on. For instance direct vs DoT (also I think if its not the case already all DoT abilities should get to proc things on their first hit) also I think 2/3 sec casts should get a boost in proc rate. There also issue with the value some classes that lack auto attacks get out of on hit procs.

The issue with lack of info is for instance a newer player looking at tank warlord seeing the elusive proc and thinking it will turn them into a god when it actually has a 10 sec ICD globally(it not person person but everyone once applied to a single enemy) or certain procs about removing blessing/enchant and how it works in AoE situations etc.

On a slight tanget I also think currently that prices crest wise for gear after conq basically jump the shark, inv/warlord are way too expensive especially considering how trivial it is to get comparative or better gear in PvE.

I believe that when players are disincentivised to spend crests and just squirrel it away for what will likely be months for them and skipping over sets to save for sov something is wrong. PvE also becomes mandatory as the amount of crests you save not buying sets after anni is so high that youd be an idiot not to.

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gersy
Posts: 299

Re: Upcoming Item Rebalancing

Post#65 » Mon Mar 30, 2026 9:12 pm

Noh wrote: Mon Mar 30, 2026 4:32 pm Create an analogue for Destruction.
a bit hard since destro has no 2h mdps and no competent IB or SL is actually using this weapon. the proc also doesn't stack with IHD, which makes it undesirable for any form of decently organized gameplay.

you will argue that WLs use it in warband for aoe IHD. that's true. it is a small chance to proc, can be cleansed and whether or not it goes on the 'right' target is completely rng. also good warbands use 50% IHDs on MA's target which further renders this proc less potent than face value suggests.

now look at chosen's IHD aura. it is guaranteed and permanent, always up on the same targets that destro's frontline are hitting. that is the true analogue, and it is a much better one.
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