Where Are These Balance Numbers Coming From?
Posted: Mon Jul 27, 2026 5:16 pm
I have been reading through the latest PTS changes and the feedback around them, and I keep coming back to the same question:
**Where are these numbers actually coming from?**
I am not trying to be disrespectful, but some of these changes feel completely disconnected from how the game is really played.
Why is one ability reduced by 10% instead of 5%? Why does one cooldown suddenly become 30 seconds? Why does one class lose an important tool while another class in a similar role keeps theirs?
Maybe there is solid reasoning behind these decisions, but players rarely get to see it. Without the data or explanation, a lot of these changes just look random. And honestly, it creates the impression that the people making these decisions do not regularly play every class in real situations.
Testing damage on a dummy is one thing. Actually playing that class while roaming, in a six-man, in a warband, defending a keep, or getting hit by a blob is completely different.
Return of Reckoning has 24 careers, hundreds of abilities, tactics, morale abilities, gear setups, renown builds, and different styles of play.
There is no realistic way a small group of people can understand every class, every spec, and every matchup equally well without having some blind spots or personal bias.
That is not even meant as an insult. It is just too much information for a few people to manage perfectly.
So why are we not using the tools available to us?
AI can process huge amounts of data without caring about faction pride, class loyalty, guild politics, or forum popularity.
It could look at combat logs, ability values, cooldowns, damage, healing, survivability, class representation, win rates, group setups, and previous patch results.
I am not saying AI should be allowed to balance the game by itself. The developers should always make the final decision.
But AI could be used as another tool to help identify problems and compare all 24 careers under the same standards.
It could help answer things like:
• Which classes overperform in solo play but struggle in warbands?
• Which abilities are much stronger than similar abilities on other careers?
• Which classes depend too heavily on one tactic or one build?
• Are mirror classes slowly becoming too different?
• Will a proposed change create an unintended damage or survivability spike?
• Are changes based on actual performance, or just on which class gets complained about the most?
• How does the same change affect solo players, six-man groups, warbands, scenarios, and sieges?
AI would not be perfect. The results would still depend on the quality of the data being used.
But at least it could apply the same process to every class and point out inconsistencies that people might miss.
A proper balance process should use player feedback, experienced class players, combat data, controlled testing, clear mathematical comparisons, and AI-assisted analysis.
The developers would still be in control, but at least the decisions would be easier to understand.
Right now, the whole process often feels reactive.
A class gets complained about, numbers are changed, a new problem appears, and then the cycle starts again.
More transparency and more data would not stop people from disagreeing, but it would at least show players that the changes are based on something more than opinion.
We all want the game to be healthier.
I just do not think we are using every tool available to get there.
**Where are these numbers actually coming from?**
I am not trying to be disrespectful, but some of these changes feel completely disconnected from how the game is really played.
Why is one ability reduced by 10% instead of 5%? Why does one cooldown suddenly become 30 seconds? Why does one class lose an important tool while another class in a similar role keeps theirs?
Maybe there is solid reasoning behind these decisions, but players rarely get to see it. Without the data or explanation, a lot of these changes just look random. And honestly, it creates the impression that the people making these decisions do not regularly play every class in real situations.
Testing damage on a dummy is one thing. Actually playing that class while roaming, in a six-man, in a warband, defending a keep, or getting hit by a blob is completely different.
Return of Reckoning has 24 careers, hundreds of abilities, tactics, morale abilities, gear setups, renown builds, and different styles of play.
There is no realistic way a small group of people can understand every class, every spec, and every matchup equally well without having some blind spots or personal bias.
That is not even meant as an insult. It is just too much information for a few people to manage perfectly.
So why are we not using the tools available to us?
AI can process huge amounts of data without caring about faction pride, class loyalty, guild politics, or forum popularity.
It could look at combat logs, ability values, cooldowns, damage, healing, survivability, class representation, win rates, group setups, and previous patch results.
I am not saying AI should be allowed to balance the game by itself. The developers should always make the final decision.
But AI could be used as another tool to help identify problems and compare all 24 careers under the same standards.
It could help answer things like:
• Which classes overperform in solo play but struggle in warbands?
• Which abilities are much stronger than similar abilities on other careers?
• Which classes depend too heavily on one tactic or one build?
• Are mirror classes slowly becoming too different?
• Will a proposed change create an unintended damage or survivability spike?
• Are changes based on actual performance, or just on which class gets complained about the most?
• How does the same change affect solo players, six-man groups, warbands, scenarios, and sieges?
AI would not be perfect. The results would still depend on the quality of the data being used.
But at least it could apply the same process to every class and point out inconsistencies that people might miss.
A proper balance process should use player feedback, experienced class players, combat data, controlled testing, clear mathematical comparisons, and AI-assisted analysis.
The developers would still be in control, but at least the decisions would be easier to understand.
Right now, the whole process often feels reactive.
A class gets complained about, numbers are changed, a new problem appears, and then the cycle starts again.
More transparency and more data would not stop people from disagreeing, but it would at least show players that the changes are based on something more than opinion.
We all want the game to be healthier.
I just do not think we are using every tool available to get there.