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Where Are These Balance Numbers Coming From?

Posted: Mon Jul 27, 2026 5:16 pm
by Avanos
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.

Re: Where Are These Balance Numbers Coming From?

Posted: Mon Jul 27, 2026 5:31 pm
by VoidEel
This pretty much sums up this week lol.

A good game design has class perks and class limitations:

Tank: no DPS, no HEAL

Heal: no Tank, no DPS

DPS: no HEAL, no Tank

but then you have kids on here underperforming in their class crying on forums everyday and being greedy wanting their class to do 2 out of 3 or even 3 out of the 3; that's where problems begin.

Vaporiser tanks, dps, heals and kites with 100ft on low global cooldowns up to 6 people at a time on RP build :lol:

Re: Where Are These Balance Numbers Coming From?

Posted: Mon Jul 27, 2026 6:10 pm
by Shogun4138
It would be nice to see them using data and analytics. Especially for long term changes.

Unfortunately we see knee jerk reactions because 5 people complain incessantly about singular issues. They bring in the nerf hammer and have historically over reached but it satisfies 5 people who will not post anymore on the forum. Ironically it's a choosey doosey system.

Since they have stated this is catered to 6 man, warband, and blob system. Individuality is non existent. So they focus on destroying anything less than 6 man groups. Most unfortunate for casual players.

Re: Where Are These Balance Numbers Coming From?

Posted: Mon Jul 27, 2026 6:12 pm
by Bozzax
”They” most likely use data 📊 Previous iterations has shown you don’t get to read the data

With data comes the task of interpreting and here we add a tad bias

Enjoy

Re: Where Are These Balance Numbers Coming From?

Posted: Mon Jul 27, 2026 10:56 pm
by Tusakano
I sincerely hope this is satire

Re: Where Are These Balance Numbers Coming From?

Posted: Tue Jul 28, 2026 4:47 am
by CountTalabecland
WE was super OP, nerf hammer well deserved. The real question is what were they smoking when they buffed it that much in the first place?

Re: Where Are These Balance Numbers Coming From?

Posted: Tue Jul 28, 2026 8:12 am
by siglade
CountTalabecland wrote: Tue Jul 28, 2026 4:47 am WE was super OP, nerf hammer well deserved. The real question is what were they smoking when they buffed it that much in the first place?
It's easier to tone down than buff up class especially in a server where the majority don't know how to play properly and cry after any change without trying to understand.

As for data, we are very limited since almost content that asked some teamplay are now dead.

Another great example is the data gathered from PTS which is close to 0 from the forum warrior but the number of thread about 'My class is dead' is quite insane :lol:

Re: Where Are These Balance Numbers Coming From?

Posted: Tue Jul 28, 2026 8:21 am
by Bozzax
1. PTS testing is rather meaningless
2. All you can do is reactions / feedback with a few exceptions like bomblings that is actually worthwhile
3. I think most wait for the push to production since currently feedback isn’t fact based

Re: Where Are These Balance Numbers Coming From?

Posted: Tue Jul 28, 2026 10:38 am
by Draugris
My question is, is balance in the form of class power really that important, or is it more class identity? I played for a long time on live, I was in the closed beta at least a year prior to release. I play on RoR also for quite some time on either side. I am not an expert in any shape or form, but if I look at how the game is played here, it is massive zergs in open RvR at the end of the day. RoR is a numbers and coordination game in RvR.

Even in Scenarios the premade with better coordination wins more often, and this is how it should be, regardless of the current balance patch. At least that's my experience playing with friends.

So for me, the question is not whether WH or WE has more or less from X or Y, it is more what kind of role the class has in PvP and can the class fulfill that role. I think there RoR needs improvement.

The WE or WH roaming alone trying to kill that poor dude trying to get to his WB makes no difference to the Realm, sure this rubs the ego of some people, but in the grand scheme of things, it is meaningless. If we are honest, in PvP if you are level 16 in green gear you meet the RR100 in BiS gear on the battlefield. So despite bolstering and all that stuff, this is not a "fair" 1v1 simulation.

Re: Where Are These Balance Numbers Coming From?

Posted: Tue Jul 28, 2026 10:40 am
by M0rw47h
VoidEel wrote: Mon Jul 27, 2026 5:31 pm
Vaporiser tanks, dps, heals and kites with 100ft on low global cooldowns up to 6 people at a time on RP build :lol:
Sounds like a skill issue.