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Balance of the game

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nat3s
Posts: 528

Re: Balance of the game

Post#11 » Sun Jan 18, 2026 7:24 am

I think a lot of players go through this when they predominantly play 1 side. You'll realise once you have a bunch of Order and Destro 80s that it's actually really balanced.

If you pug SC, you'll regularly face premades on both sides, the rvr lakes veer from Order dominating to Destro dominating with no real pattern.

It's a bit like that mental trick your brain plays that tells you when you drop a piece of buttered toast you feel it almost always lands butter side down... Daft example, but there's a name for the sensation, but essentially your brain remembers frustration more than it remembers fun. That tells you that the other side is always winning even though over a sample of several months it's even. There's a spreadsheet online with the metrics of fort/keep/sc wins by side and it's almost exactly 50/50 between the sides.
Defraz rr81 Magus
Defrack rr81 Mara
Induce rr77 Shaman
rr7x AM, Choppa, WL, WH, WE, BG

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redhairedstepchild
Posts: 4

Re: Balance of the game

Post#12 » Sun Jan 18, 2026 11:24 am

nat3s wrote: Sun Jan 18, 2026 7:24 am I think a lot of players go through this when they predominantly play 1 side. You'll realise once you have a bunch of Order and Destro 80s that it's actually really balanced.
You can't be serious. RoR has even worse balance than AoR, which is saying quite a lot. Evidence includes the user spread among factions and classes, or actually playing the game otuside of full sov premades farming pugs in carefully selected scs.

nat3s
Posts: 528

Re: Balance of the game

Post#13 » Sun Jan 18, 2026 4:38 pm

redhairedstepchild wrote: Sun Jan 18, 2026 11:24 am
nat3s wrote: Sun Jan 18, 2026 7:24 am I think a lot of players go through this when they predominantly play 1 side. You'll realise once you have a bunch of Order and Destro 80s that it's actually really balanced.
You can't be serious. RoR has even worse balance than AoR, which is saying quite a lot. Evidence includes the user spread among factions and classes, or actually playing the game otuside of full sov premades farming pugs in carefully selected scs.

Can you give an example where you think its unbalanced?
Defraz rr81 Magus
Defrack rr81 Mara
Induce rr77 Shaman
rr7x AM, Choppa, WL, WH, WE, BG

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jbrutal
Posts: 123

Re: Balance of the game

Post#14 » Sun Jan 18, 2026 4:53 pm

so what was the reason they removed -sec cd from BO then Choppa and then to BG who no one use. Yet sm has it?

gisborne
Posts: 72

Re: Balance of the game

Post#15 » Sun Jan 18, 2026 5:18 pm

redhairedstepchild wrote: Sun Jan 18, 2026 11:24 am
nat3s wrote: Sun Jan 18, 2026 7:24 am I think a lot of players go through this when they predominantly play 1 side. You'll realise once you have a bunch of Order and Destro 80s that it's actually really balanced.
You can't be serious. RoR has even worse balance than AoR, which is saying quite a lot. Evidence includes the user spread among factions and classes, or actually playing the game otuside of full sov premades farming pugs in carefully selected scs.
This thread is about faction balance, not the balance of individual classes.

DirkDaring
Posts: 456

Re: Balance of the game

Post#16 » Mon Jan 19, 2026 2:14 am

All you have to do is go to killboard, then select Scenarios, then city siege, now it is true city siege doesn`t matter, however in order to get to city, your faction must lock the most pairings every 3 days, as in all the zones in a pairing, as well as the fort, to lock the pairing.

There are a possible 10 city sieges a month, if we look at the last 1 month of data going by 1 instance per date only we get Order has gone to IC 2 times, and Dest to Altdorf 8 times. But if we look at the data from June 12 through Dec 15 , Order has invaded IC 50 times, And Dest has invaded Altdorf 9 times.

While it is true that city does not matter, the side that is locking the most pairings, every 3 days for the last 6 months is Order, if Xrealmer actually Xrealmed to help with balance, the numbers wouldn't be 50 city sieges to 9 city sieges, in 6 months. it`d be at least closer 35 to 25 lol

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Gunlinger
Posts: 154

Re: Balance of the game

Post#17 » Mon Jan 19, 2026 7:25 am

The game is and will stay unbalanced for as long as there are major advantages stacking up on one side and one side only.

First of all the fact that everybody that has seriously played on both sides in a warband more then once knows.
-The typical destruction warband has a major advantage of speeding up moral gain that is not even closely mirrored to the order side. And this alone will always lead to situations where equally strong warband fights getting decided the moment one of those reaches M2 or M3.

Then we have the quite newly fact that one side and one side only has the strongest and most powerful CC tool. Not on 1 class. No even on 2 classes.
Channel AOE punt that is not granting immunities, because this abomination would not work if it would give them. But then giving it only to Zealot and MsH instead of giving it to Zealot and Runi, is simply unfair.

But the biggest imbalance in the game and its meta is the ability Get to da Choppa. Unmirrored so only one side can use it and protected by hordes and hordes of users storming every serious discussion about it. to burry it under layer and layer of denial and whataboutism.

We have frontline melee combat in this game. We have tanks in this game. And we have collision to player models in this game.
And then we have 1 side, that has an Ability that you can stack by forming a big blob of multiple Choppas and Tanks, to:
- Suck players directly into said blob of melee collision block, where the pulled enemy has almost no chance to even move a single step. (little reminder that Engi and magus pull got nerfed to no longer pull targets into the exact center point of the pull, to prevent exactly that)



And as long as these 3 points are not made equally available for both sides, we do not have to talk about any other class related balance.
Because we are so far gone with balance, that order by now even got used to the fact that most Choppa players know exactly how to place them self
to make sure that the pulled player lands right into the texture of the open keep door to make that player unressable. Where they can pull trough fences with elevation differences that would prevent any other pull, punt or leap, because of the mechanic of GtdC that only has to do a single point of dmg to a target in order to pull it, regardless of the obstacle between Choppa and enemy.

And now .3 2 1 but the lion....
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Grolllinger - Slayer 85+
Gungroll - Engineer 85+
Gunlinger - WH 80+

lemao
Posts: 387

Re: Balance of the game

Post#18 » Mon Jan 19, 2026 9:52 am

Gunlinger wrote: Mon Jan 19, 2026 7:25 am The game is and will stay unbalanced for as long as there are major advantages stacking up on one side and one side only.

First of all the fact that everybody that has seriously played on both sides in a warband more then once knows.
-The typical destruction warband has a major advantage of speeding up moral gain that is not even closely mirrored to the order side. And this alone will always lead to situations where equally strong warband fights getting decided the moment one of those reaches M2 or M3.

Then we have the quite newly fact that one side and one side only has the strongest and most powerful CC tool. Not on 1 class. No even on 2 classes.
Channel AOE punt that is not granting immunities, because this abomination would not work if it would give them. But then giving it only to Zealot and MsH instead of giving it to Zealot and Runi, is simply unfair.

But the biggest imbalance in the game and its meta is the ability Get to da Choppa. Unmirrored so only one side can use it and protected by hordes and hordes of users storming every serious discussion about it. to burry it under layer and layer of denial and whataboutism.

We have frontline melee combat in this game. We have tanks in this game. And we have collision to player models in this game.
And then we have 1 side, that has an Ability that you can stack by forming a big blob of multiple Choppas and Tanks, to:
- Suck players directly into said blob of melee collision block, where the pulled enemy has almost no chance to even move a single step. (little reminder that Engi and magus pull got nerfed to no longer pull targets into the exact center point of the pull, to prevent exactly that)



And as long as these 3 points are not made equally available for both sides, we do not have to talk about any other class related balance.
Because we are so far gone with balance, that order by now even got used to the fact that most Choppa players know exactly how to place them self
to make sure that the pulled player lands right into the texture of the open keep door to make that player unressable. Where they can pull trough fences with elevation differences that would prevent any other pull, punt or leap, because of the mechanic of GtdC that only has to do a single point of dmg to a target in order to pull it, regardless of the obstacle between Choppa and enemy.

And now .3 2 1 but the lion....
Grolllinger - Slayer 85+
Gungroll - Engineer 85+
Gunlinger - WH 80+

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Gunlinger
Posts: 154

Re: Balance of the game

Post#19 » Mon Jan 19, 2026 10:49 am

lemao wrote: Mon Jan 19, 2026 9:52 am
Gunlinger wrote: Mon Jan 19, 2026 7:25 am The game is and will stay unbalanced for as long as there are major advantages stacking up on one side and one side only.

First of all the fact that everybody that has seriously played on both sides in a warband more then once knows.
-The typical destruction warband has a major advantage of speeding up moral gain that is not even closely mirrored to the order side. And this alone will always lead to situations where equally strong warband fights getting decided the moment one of those reaches M2 or M3.

Then we have the quite newly fact that one side and one side only has the strongest and most powerful CC tool. Not on 1 class. No even on 2 classes.
Channel AOE punt that is not granting immunities, because this abomination would not work if it would give them. But then giving it only to Zealot and MsH instead of giving it to Zealot and Runi, is simply unfair.

But the biggest imbalance in the game and its meta is the ability Get to da Choppa. Unmirrored so only one side can use it and protected by hordes and hordes of users storming every serious discussion about it. to burry it under layer and layer of denial and whataboutism.

We have frontline melee combat in this game. We have tanks in this game. And we have collision to player models in this game.
And then we have 1 side, that has an Ability that you can stack by forming a big blob of multiple Choppas and Tanks, to:
- Suck players directly into said blob of melee collision block, where the pulled enemy has almost no chance to even move a single step. (little reminder that Engi and magus pull got nerfed to no longer pull targets into the exact center point of the pull, to prevent exactly that)



And as long as these 3 points are not made equally available for both sides, we do not have to talk about any other class related balance.
Because we are so far gone with balance, that order by now even got used to the fact that most Choppa players know exactly how to place them self
to make sure that the pulled player lands right into the texture of the open keep door to make that player unressable. Where they can pull trough fences with elevation differences that would prevent any other pull, punt or leap, because of the mechanic of GtdC that only has to do a single point of dmg to a target in order to pull it, regardless of the obstacle between Choppa and enemy.

And now .3 2 1 but the lion....
Grolllinger - Slayer 85+
Gungroll - Engineer 85+
Gunlinger - WH 80+
Those are just the 80+ i list in there. But you are right, i should add my knight and get more rr on my gobbos. But thx for your example of a strawmen attempt
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Grolllinger - Slayer 85+
Gungroll - Engineer 85+
Gunlinger - WH 80+

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M0rw47h
Posts: 1024

Re: Balance of the game

Post#20 » Mon Jan 19, 2026 11:23 am

Gunlinger wrote: Mon Jan 19, 2026 7:25 am The game is and will stay unbalanced for as long as there are major advantages stacking up on one side and one side only.

First of all the fact that everybody that has seriously played on both sides in a warband more then once knows.
-The typical destruction warband has a major advantage of speeding up moral gain that is not even closely mirrored to the order side. And this alone will always lead to situations where equally strong warband fights getting decided the moment one of those reaches M2 or M3.

Then we have the quite newly fact that one side and one side only has the strongest and most powerful CC tool. Not on 1 class. No even on 2 classes.
Channel AOE punt that is not granting immunities, because this abomination would not work if it would give them. But then giving it only to Zealot and MsH instead of giving it to Zealot and Runi, is simply unfair.

But the biggest imbalance in the game and its meta is the ability Get to da Choppa. Unmirrored so only one side can use it and protected by hordes and hordes of users storming every serious discussion about it. to burry it under layer and layer of denial and whataboutism.

We have frontline melee combat in this game. We have tanks in this game. And we have collision to player models in this game.
And then we have 1 side, that has an Ability that you can stack by forming a big blob of multiple Choppas and Tanks, to:
- Suck players directly into said blob of melee collision block, where the pulled enemy has almost no chance to even move a single step. (little reminder that Engi and magus pull got nerfed to no longer pull targets into the exact center point of the pull, to prevent exactly that)



And as long as these 3 points are not made equally available for both sides, we do not have to talk about any other class related balance.
Because we are so far gone with balance, that order by now even got used to the fact that most Choppa players know exactly how to place them self
to make sure that the pulled player lands right into the texture of the open keep door to make that player unressable. Where they can pull trough fences with elevation differences that would prevent any other pull, punt or leap, because of the mechanic of GtdC that only has to do a single point of dmg to a target in order to pull it, regardless of the obstacle between Choppa and enemy.

And now .3 2 1 but the lion....
Can you explain me, how you missed AM morale pump, BW self morale pump and Knights Solar Flare in your morale game?

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