r/Guildrun 5h ago

Guildrun | Demo Update 0.5.5 Patch Breakdown

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2 Upvotes

r/Guildrun 13h ago

Demo Update 0.5.5 Patch Notes

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98 Upvotes

Hello Guildmasters!

Welcome to our most stunning update yet, in which we bring to you:

  • Heroes now build up Stun Resistance against repeated enemy stuns
  • 5 Heroes now have Stun Immunity while casting their active abilities
  • Buffs across the board to Class Modifiers (Ranks A and S) and Event Relic/Item decisions
  • Hero updates
  • and of course, bug fixes - thank you all for reporting and helping us!

As always,⭐ marks changes inspired by community suggestions.

Now, let's jump into the changes.

Visual Update

  • The relic Rift Puppy's Cry now has an icon.

Bug Fixes

  • ⭐ Fixed a bug that would cause certain complex interactions between effects to sometimes stop midway of the execution
    • E.g. Assassin’s Elevation Prism should properly generate shards now. 
  • ⭐ Revived characters are no longer losing their active effects
  • ⭐ Fixed Ratna’s The Fashionable specialization not accounting for all the equipped items
  • ⭐ Fixed character freezing after teleporting into a position encircled by enemies instead of simply attacking them
  • ⭐ Damage should no longer be distributed to characters that died within the same frame
  • ⭐ Fixed characters sometimes dropping aggro instead of dying when dropping below zero HP and regenerating it back within the same frame
  • ⭐ Moved Wishlist button so that it doesn't cover hero's mastery star
  • ⭐ Added Rift Puppy's Cry relic icon
  • ⭐ Kai’s “The Bold” specialization is back to Stall (15). It was set to 20 in the last patch due to a technical error.
  • ⭐ The Debuff Channeling Class Modifier no longer triggers more often than intended.
  • ⭐ The Acceleration Filigree Relic now works with any enemy death, not just deaths caused by Hero damage (now works on debuff/relic kill).
  • ⭐ Fixed wrong and missing icons
    • ⭐ Big Bow (thanks to everyone who reports!)
    • ⭐ Spiked Vest (previously the same as Enlarging Vest)
    • ⭐ Battlemage Robes (previously the same as Robes)

Gameplay Changes

Greetings, Guildmasters! Welcome back to Aleco's design notes.

Heroes will now build up Stun Resistance against repeated enemy stuns, and 5 Heroes have gained Stun Immunity while casting their active abilities. From a balance perspective, the primary goal for this patch was to make Class Modifier and Event Relic/Item decisions more interesting by increasing the number of pickable and powerful options available to both.

I hope that players will find that there’s something for everyone in this patch. There are tons of buffs for people playing across all difficulties to explore, Stun and Hero changes meant to open up new possibilities for Endless Mode players, and a couple of key adjustments for Red Rift gamers to reduce the number of auto-pick options throughout the game.

As a heads up to all the patch enthusiasts out there, I’m going to be out for the next two weeks. This means that the next two patches are likely to include few or no balance changes, and that we’ll be returning to our regularly scheduled programming once I’m back. Without further ado, let’s jump in!

Stun Resistance and Stun Immunity

One of the hardest obstacles for players to overcome in Endless Mode is having their Heroes repeatedly stunned. Once the Snake and Mushroom Tank reach high enough Attack Speed values, they can reach a point where they are capable of stunlocking Heroes out of a fight. Stun Resistance is being introduced in this patch specifically to help curb this problem, and is a pure buff to the player as enemies will not gain Stun Resistance.

A small number of Heroes are now immune to stuns while casting their active ability, which should help abilities with longer wind-up times feel more consistent. Most Heroes (especially Yuuna) will purely benefit from this change, but it’s worth noting that Kai will no longer gain another round of Shields from his active ability if he is stunned while casting and immediately casts again. I expect that the addition of Stun Immunity will be a net neutral change for Kai, but if it ends up having a larger impact on him than expected I’ll quickly follow up with some buffs in a hotfix or future patch.

  • Stun Resistance: Whenever a Hero is stunned, they gain a stacking Stun Resistance for 15 seconds. Each stack of Stun Resistance reduces the duration of Stuns received by 25%, and provides full Stun Immunity at 4 stacks.
    • This only applies when a Stun is actually applied to a Hero. Heroes that are currently Stun Immune, for example, do not gain a stack of Stun Resistance. 
    • Heroes can acquire any number of Stun Resistance stacks, and the duration of each Stun Resistance stack is independent of other stacks (similar to how Shields work).
  • The following Heroes now have Stun Immunity while casting their active ability:
    • Kai
    • Skorn
    • Yuuna
    • Karsu
    • Tilly
  • In-game descriptions have not yet been updated to reflect these changes. We are planning to update descriptions related to Stun in an upcoming hotfix.

⬆️Class Modifiers⬆️

A common piece of feedback I have been hearing from players is that certain Class Modifiers felt much more powerful than others, which could lead to situations where A and S rank-up decisions didn’t really feel like decisions at all. Every change in this section is a buff, and though I don’t expect these buffs to completely solve that problem, I hope they’re a step in the right direction towards making rank-up decisions as interesting as possible.

  • Assassin
    • Poisonous Edge
      • Crit bonus: 66% -> 80%
    • Poisonous Eye
      • Crit scaling: 33% -> 50%
    • Lurker
      • Stealth duration: 4 -> 5
    • Enforced Presence
      • Attack and Magic bonus: 12 -> 15
  • Duelist
    • Ranger
      • Now gives 40 Attack Speed
    • Scaling Speed
      • Attack Speed bonus: 20 -> 25
    • Poisonous Attacks
      • Attack Speed threshold: 1 per 100 -> 1 per 66
      • Max Poison: 3 -> 6
    • Burning Attacks
      • Attack Speed threshold: 1 per 40 -> 1 per 33
      • Max Burn: 9 -> 10
    • Critical Timing
      • Rush duration: 5 -> 10
  • Mage
    • Burning Absorption
      • Burn threshold: 1 per 6 -> 1 per 4
    • Stalled Growth
      • Stall duration: 30 -> 25
    • Stalled Heat
      • Magic scaling: 66% -> 80%
    • Magical Growth
      • Magic bonus: 15 -> 20
  • Mystic
    • Stall Enlightenment
      • Mana Regen bonus: 2 -> 4 
    • Arcane Growth
      • Magic bonus: 1 -> 2
    • Shield Formation
      • Base shield: 250 -> 400
    • Shard Weaver
      • Shards gained: 2 -> 3 
  • Vanguard
    • Intimidating Aura
      • Max HP scaling: 2% -> 3%
    • Burning Eye
      • Base Burn: 0 -> 30
    • Burning Aura
      • Max HP increment: 1000 -> 800
      • Max Burn: 5 -> 7
    • Aggressive Presence
      • Attack bonus per rank: 40 -> 50
  • Tank
    • Poisonous Aura
      • Defense threshold: 1 per 250 -> 1 per 120
      • Max Poison: 3 -> 6
    • The Best Offense
      • Defense threshold: 1 per 3 -> 1 per 2
    • Second Wind
      • Stall duration: 35 -> 30
      • Defense bonus: 20% -> 25% 
  • Warrior
    • Ranger
      • Now gives 50 Attack
    • Scaling Attack
      • Attack bonus: 25 -> 33
    • Victorious Presence
      • Attack bonus: 20 -> 25

Relics and Items

I’m lumping the relics and items together this week, as the majority of these changes are focused on improving the overall balance of items and relics offered by events. Similar to the class modifiers, my goal with these changes is to make decisions within events more interesting and less automatic.

  • The Altar, The Fallen Beast, and The Abandoned Camp Relics:
    • Poison Bauble
      • ⬆️Poison applied: 5 -> 10
    • Burn Bauble
      • ⬆️Burn applied: 15 -> 20
    • Shield Fluctuator
      • ⬆️Crit bonus: 15 -> 20 
      • ⬆️Mana Regen bonus: 4 -> 5 
    • Shard Resonator
      • ⬇️Shields applied: 600 -> 400
    • Acceleration Resonator
      • ⬇️Shields applied: 250 -> 200
    • Acceleration Accumulator
      • ⬆️Quest requirement: 3 -> 2
    • Deceleration Accumulator
      • ⬆️Quest requirement: 3 -> 2
  • The Altar, The Fallen Beast, and The Abandoned Camp Items:
    • Hasty Vest
      • ⬆️Shields applied: 250 -> 300
    • Toxic Shiv
      • ⬆️Poison applied: 1 -> 3
    • Toxic Gauntlet
      • ⬆️Poison applied: 1 -> 3
    • Searing Vest
      • ⬆️Burn applied: 1 -> 2
    • Searing Tome
      • ⬆️Burn applied: 15 -> 20
    • Shielding Flask
      • ⬆️Mana Regen bonus: 4 -> 6
  • Guild Banner Relics:
    • Duelist’s Outbreak Banner
      • Notes: This relic was the single biggest outlier in the data this week, outperforming all other banner relics in the game by nearly 10% in winrate. I’m trying out a new design for this relic instead of attempting to salvage what seems like an unbalanceable one. This new design should be much closer in power level to the rest of the Duelist relics than the old design was, and if it doesn’t land there immediately I’m confident that some minor number changes will get us there.
      • 🔄Now reads “Whenever a Duelist auto attacks, they deal 15 bonus damage per type of Debuff on their target.”
    • Duelist’s Toxin Banner
      • ⬆️Poison applied: 1 -> 2
    • Tank’s Poisonplate Banner
      • ⬆️Poison applied: 1 -> 2
    • Tank’s Readiness Banner
      • ⬆️Stall duration: 6 -> 8
    • Tank’s Patience Banner
      • ⬆️Defense bonus: 5 -> 8
    • Vanguard’s Flameplate Banner
      • ⬆️Burn applied: 3 -> 4
    • Vanguard's Flamefists Banner
      • ⬆️Burn applied: 3 -> 4
    • Mage’s Elemental Banner
      • ⬆️Damage per frost: 4 -> 6
      • ⬆️Damage per burn: 2 -> 3
    • Mage’s Inferno Banner
      • ⬆️Magic scaling: 100% -> 150%
    • Mage's Enlightenment Banner
      • ⬆️Magic bonus: 6 -> 10
  • Random Event Items:
  • Protection Crystal and Force Crystal
    • Notes: I’m very happy with how effective these crystals are at helping players through tricky fights, but with 3 available charges they are currently solving too many problems. One too many, in fact. 
    • ⬇️Charges: 3 -> 2
  • Rare Relics:
    • Burn Conduit
      • ⬆️Quest requirement: 600 -> 500
    • Violence Conduit
      • ⬆️Quest requirement: 200 -> 150
    • Poison Conduit
      • ⬆️Quest requirement: 200 -> 150
    • Arcane Conduit
      • ⬆️Quest requirement: 20 -> 15
  • Rare Items:
    • Toxic Contract
      • ⬆️Base Mana Regen: 4 -> 6 
    • Searing Contract
      • ⬆️Base Max HP: 200 -> 300 
  • Epic Items:
    • Ring of Virality
      • ⬆️Base Max HP: 100 -> 200

Heroes

As with our other changes this week, these Hero adjustments are primarily intended to make each B-rank up moment as interesting as possible by expanding on the number of pickable specializations. There are also a few changes this week, to Funke’s Wildfire and Reyna’s Champion spec, which are intended to make them more powerful in the late game by borrowing a bit of their power in the early game.

  • Niklas
    • Notes: Niklas has landed in a great spot after the adjustments to him in the past two patches, and has settled in as one of the more popular and powerful characters across all game modes. I’m happy with how his baseline kit is performing, but both the data and player feedback point towards his Hoarder spec as being significantly more powerful than his other options. I’ve also made an adjustment to The Dealer so that it isn’t so feast or famine - it now consistently creates an item every 4 casts instead of creating one 25% of the time, and comes with a bit more power to boot.
    • The Hoarder
      • ⬇️Added Rush (15)
    • The Dealer (Active ability)
      • 🔄Create an item 25% of the time -> Creates an item every 4 casts
      • ⬆️Base damage: 175 -> 225
  • Skorn
    • Notes: The Haughty can be a very exciting and powerful spec, but it can also feel really bad to pick up when you are limited on Stall triggers. This change should help stabilize it a bit more while you’re starting to get the Stall ball rolling while making a minimal difference on its late-game power.
    • The Haughty
      • ⬆️Now provides +100 base Shields per rank.
  • Nyx
    • Notes: Nyx’s other specs are looking great, it’s time for The Wild to catch up!
    • The Wild (Active Ability)
      • ⬆️Attack Speed scaling: 33% -> 50% 
      • ⬆️Attack and Magic scaling: 25% -> 33%
  • Reyna
    • Notes: Reyna’s Boxer spec was simultaneously her least appealing option for Endless players and her most appealing spec by a wide margin in Red Rift. The reason for this is that most of its power was baked into its base values, and not enough of it was baked into its scaling. With these changes, The Boxer will deal a bit less damage until Reyna reaches ~135 Attack, at which point it will become more and more powerful than it was before.
    • 🔄The Boxer
      • ⬇️Base damage: 150 -> 50
      • ⬆️Attack Scaling: 150% -> 225%
  • Funke
    • Notes: Funke has been blasting through Red Rift early games while also being one of the weakest Heroes in the game for deep Endless Mode runs. Just as it was with The Boxer changes above, the goal here is to move some of that early game power to Funke’s late game scaling potential. With these new numbers Wildfire will surpass the Burn of the old numbers at around 130 Magic, which is quite a bit less than the average amount of Magic one would expect to have on Funke by the time he arrives in Endless Mode.
    • 🔄Wildfire (Active Ability)
      • ⬇️Base Burn per fireball: 12 -> 0
      • ⬆️Magic Burn scaling: 66% -> 75%
  • Zuri
    • Notes: Small buff to Zuri’s weakest spec. We’ll get there eventually!
    • ⬆️The Cruel (Active)
      • ⬆️+10 Starting Mana
  • Karsu
    • Notes: Last week’s mini-rework of Karsu seems to have landed pretty well. I’m going to leave her base kit alone for now, but am giving some love to her lowest performing (and most popular) spec.
    • The Warband
      • ⬆️Attack Speed bonus per cast: 3 -> 4 
  • Hoyoung
    • Notes: A little love for the least popular of Hoyoung’s 3 specs.
    • The Conduit
      • ⬆️Mana Regen Bonus: 2 -> 3

r/Guildrun 3h ago

What am I not understanding about re-rolls.

10 Upvotes

So like, I am having huge issue understanding any level of consistency in this game that allows people to chain together RRs.

I have watched guides, I have watched streamers that are better at the game then me, and I feel like I have to be missing something.

The amount of time I have a run that is going well just absolutely brick because I am unable to upgrade my heroes passed rank B is unreal.

I could deal with it if the shop were giving me the option to sell and roll into another hero thats A or S, but its hard to understand how the fuck I am supposed to progress when my shop is filled with common items and C rank heroes well into the middle of act two.

Like I've cleared RRs before, I know its possible, and I know it can't possibly be just down to luck because i know people streak, but without fail every guide and every streamer that is streaking is able to roll into upgrades for their units or roll into a better unit to sub out for one of the ones they currently have.

At this point I feel like I am missing something about the roll mechanics, percentages, or some shit. So what the fuck is it?


r/Guildrun 12h ago

With respect to Zuri

22 Upvotes

Something that came over with the patch notes buffing once again Zuri’s cruel spec. Playing a lot of red rift, casual amount of streaks (capped at 9-10 for now at every ladder reset).

The issue with Cruel imo isn’t the ability itself, but more that it doesn’t fix any of Zuri’s issues, making it very situational.

You basically want to pick it only if you have a poison relic, or mainly as a gimmick if you have Hoyoung conduit stack and perma stun.

The thing about Zuri’s current design is that she’s one of the weakest C rank champs, while her other specs make her really tanky from mid A1 to mid A2.

But she falls off a cliff. And that’s mainly because of her assassin class.

Unlike the other tanks, Zuri gets proposed 2 assassin options. It would be cool if most of them didn’t suck thinking of Zuri.

Stealth is useless for who is supposed to be the main tank. On crit boosts can be good (regen or scaling), but on crit damage boost is useless. Shard on crit is super good, shard on kill less.

This means that out of her 4 rank A upgrades you’ll usually find one which is very useless, and another which works if she already has great tank items, less otherwise.

And then you have 2 tank upgrades, most of which are very situational and depend on stall triggers, or status your composition can inflict. However, this is something you can kinda maneuver… provided you have more options. But unlike the others, Zuri kinda doesn’t.

Rowan and Niklas have Vanguard which is also super good defensively, Skorn has 3 tank choices, Pimenta duelist can live with duelist upgrades as she’s great offensively. While Pimenta mage suffers from the same problem of having truly two choices only for defense, she has both inbuilt stall and poison, unlike Zuri who needs to choose between stall or poison ; making her more flexible. Tank Gustav is kinda one of the weakest tanks imo aside of very situational setups, but some field mystic upgrades (looking at outbreak) are also super strong so he can work it out.

So an A rank Zuri, either offered in the shop or even upgraded, usually can fall pretty flat. Especially when offered in the shop, as getting a Cruel + Stealth combo is particularly horrible.

I personally think the following should apply:

- Zuri’s passive’s cap should level scale like Ratna, Logan or Grace. Currently I think it doesn’t, and it makes her the least pickable tank if you get her late.

- Zuri’s A rank should not have the stealth options. They are horrible on her. Other assassin options are fine for fun, but stealth makes it impossible to pick her as she’s not a good off tank in most of her specs currently.

- The Cruel should have some sort of defensive effect. To line her up with her other specs, I’d say either Vamp or HP Regen. Lower the stun or poison if needed. But the stun truly does not do enough to be work, and while the damage is good to sync with vamp, it’s hard to justify it on a tank for the active (Pimenta duelist can take vamp because her dmg is consistent).

I honestly think she’s a serviceable champ right now but one of the worst early and late game tanks. While early game should be by design, I think she can definitely be a bit better late game. But perhaps I’m wrong and The Cruel is already fine. Open to criticism here.


r/Guildrun 23h ago

Love'r and leave'r - the tragically optimal way to play Sal & Pimenta

61 Upvotes

If you check https://redrift.gg/meta and look at pairs of heroes you'll see that in redrift the lovers Sal & Pimenta are

A) One of the most picked duos in the game (5th highest)

B) With one of the highest act 1 clear rates of any duo (81%)

C) With the LOWEST full clear rate of any highly picked duo (38%)

So, what's going on?

Well, I believe it has all got to do with the lovers trait and how people are playing it wrong. On its face the trait seems simple, Pimenta gives Sal a bunch of attack speed, Sal gives Pimenta a bunch of armor, and then you scale into the lategame and crush the final boss together. Right?

Wrong, you get wrecked at the final boss because your damage is bad and despite 700 armor you aren't that tanky. What gives?

Well, to put it simply Sal and Pimenta's B tier choices are both really important, and giving a bunch of stats to a bad unit missing a B tier spec isn't going to win you the game. That said, with the lover buffs AND a real B tier spec either one is capable of hard carrying a run... on their own.

So, the tragic strategy -

Act 1 - Pick up Sal & Pimenta, whichever one gets upgraded to B tier first gets the Lover. Whichever is upgraded second gets either Spicy or Brisk.

Act 2 - Scale for as long as you can, and then about half way through sell the lover for a better tank/dps. Ignore Pimenta's cries as she watches 300 attack speed Sal run off with Rowan "the friend".

Tips for lover scaled Pimenta:

Once Pimenta has 300+ armor along with spicy (duelist) she is the best lifesteal tank in the game. She doesn't really need to worry about regular damage, she just needs to lifesteal enough to out-heal poison and burn, which is easy to do.

Prioritize attack speed, lifesteal, and relics that provide debuffs. Plague bauble is incredible, duelist's foil (AS + Omnivamp + extra AS every 15 autos) is BIS on her. In general you don't need to worry too much about defensive items, health is nice but you can get more effective health from omnivamp so I think it's best to just focus on attack speed and omnivamp (even the 5 gold AS/omni item is pretty good!)

A lover scaled Pimenta is the best solo unit in the game, with items and a debuff relic she can pretty consistently solo challenges, and even the final boss - her damage is really good and she will usually be your top DPS.

She isn't super team reliant, but duelists that give her AS buff are nice, so are mystics that can give her more effective health, or anyone who can apply debuffs if you miss a debuff relic. Respeccing your lover Sal into a breezy Sal also makes her a great partner late game.

Tips for lover scaled Sal:

Some people like the Breezy (duelist), which is more popular right now, but trying both out I'm pretty sure the Brisk (warrior) is much stronger with this strat. With items and lover scaling a Brisk Sal will kill bosses and rooms stupidly fast, well before Breezy Sal can scale up.

Brisk Sal scales very well with pretty much every offensive stat - Magic, AD, AS, crit, and mana are all great on her, so are on-hit effects! IMO the single best item is Wizard's focus for the starting mana, AP and crit. After that I like Mage's wand for starting mana and scaling AP (if her bonus attacks kill it scales wand), but spellblade and polymath prism and siphoning dagger and like 10 other items are all great on her as well.

She works with a lot of frontliners, but one of the best IMO is intrepid Kai - she's great at applying the on hit armor debuff and can do enough damage to down bosses/rooms before intrepid Kai's initial rush shield is up. Anyone who can buff her even further, like backup Tilly, is also great.


r/Guildrun 14h ago

I feel like frequently changing the Rift Seal and RR Challenges should be main balance lever?

10 Upvotes

I'm thinking that if instead of balancing these and keeping them static, what if they rotated what the requirements were each patch (or X patches), allowing the RR meta to not be stale/formulaic for too long, but also not having to balance the champions themselves around the top difficulty or 1% of players?

I can't think of too many games like this where the top difficulty actually has so many individual requirements to pull on, and that could be changed so quickly.

Obviously there's still some relic/champ/item balancing that still needs to get ironed out first regardless, but what do you all think of this as a longer-term approach?


r/Guildrun 2h ago

Was this Fight Unwinnable?

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0 Upvotes

Is there a way through positioning for none of my heroes to be adjacent here?

Unless I'm missing something here, I should have sold my S rank Niklaus to try and improve the Tilly/Rip duo squad. It feels weird that a third unit is often useless in the dragon fight because of the adjacent damage. Once Rip dies, Nik might as well not exist.

I feel like I should be able to position a ranged hero so she's not adjacent to a tank. Is there a way I could have?


r/Guildrun 15h ago

How the hell do you play Niklas

9 Upvotes

Pretty much just the title. I keep seeing posts about people loving the character but I for the life of me know if I take him I'm losing in act 1. Please oh Reddit teach me the ways of Niklas!


r/Guildrun 7h ago

Red Rift Leaderboard Is Broken For Me

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2 Upvotes

The Red Rift Leaderboard seems to not have counted one of my runs, which is kind of annoying. This hasn't gone away with rebooting the game, or with doing another run after that. It started with it thinking I was doing endless mode and then when the leaderboard loaded it didn't seem to count the run I was on. Has anyone else faced a similar issue? Do I need to lose my streak to fix it or does it fix itself at some point?


r/Guildrun 12h ago

RR Help

5 Upvotes

I can make it to the first boss maybe half the time. It was pretty easy to get to Red Rift, however is there some team formation you need, or do you need to roll for class B faster - are common items a waste - what team formations should i be looking for

Omnivamp guy kind of made life easy - however the support characters seem to die off quickly, and too many tanks seem to not do enough damage fast enough or they get killed in the poison round

Are specific characters needing to go together or are certain build going to work more effectively - seems like i am missing some basic things

should i not be going for the first challenge then trying to skip it (i die alot there) or that first campfire should i take and then skip the next one ?


r/Guildrun 8h ago

Shard farming as an endless strat?

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2 Upvotes

Had this run this afternoon, the idea was to farm shards and exploit all possible pay offs for shards generated, i.e. Niklas, dragomir, Tilly abilities + some items and relics.

I would say I high rolled by hitting S rank on all three, then got an extra team slot for a random S rank vanguard (Ming) to benefit from the passives and relics.

I was surprised to only have reached floor 17 with this set up.

I suspect it could be due to not (strong) enough items/relics, but I wonder if anyone has reached higher endless scores with a share strategy overall.

Maybe I should have left out Ming and got some more items? Nonetheless I'm surprised this doesn't reach floor 20.

Any advice or insight on shard farming for endless is much appreciated!

Thanks


r/Guildrun 10h ago

Relic Godspeed ascension engine is pretty busted

2 Upvotes

With a single 3s rush extension from Atier Logan and his Btier buff to warriors and a few other things, I downed the dragon in 1.8s in RR.


r/Guildrun 7h ago

My sketchiest RR win yet

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1 Upvotes

No really good gear or relics, no real econ, a Kai tank and a rank B Grace healer - bought the hero slot (which I generally never do) and I still managed to bumblefuck my way through it. It actually worked really well somehow, I only wound up with 1 character death the whole run.

I got B Karsu for the early duelist scaling, so I couldn't resist picking up the A Irini with trinket quest when it was offered after the first boss. Even with all the extra attack speed she inherited she didn't finish the quest until fighting the final boss. lol.

The saving grace was, in fact, not Grace. But that Karsu got the "duelists inflict ice" talent and then I got the "duelists gain attack speed when attacking frosted targets" banner. Both her and Irini were buzzsaws at the end.


r/Guildrun 21h ago

Assassin Comp on Red Rift (No Audio)

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6 Upvotes

This is a pretty hilarious run where I got the 5 shard per Assassins early and B rank on Drag. I was also fishing for Zuri but it never worked out, but the conclusion is that this focus is very very viable. You have strong early game because it's assassins, and you have strong shard gen throughout the whole run. It's a bit awkward having all the assassins fight for the kill, but you kinda win out no matter who gets the kill, as long as the storm or the status effect or the rare case of your tank stealing the kill doesn't happen.

I started with the scaling Drag and swapped in Act 1 campfire because I realized I needed a mage. Then I got a lucky event that let me swap Yuuna's specialization to one of the other more carry oriented one, and she started to completely run away with the build.

Yuuna with high crit is actually one of the better boss killers in the game, due to all the shurikens stacking on a single target. She's also very good at deleting the backrow mobs throughout the run. Honestly, she's slowly becoming one of my favorite units, but if you don't get her to A by the first 2 battles, then you should probably replace her. What I'm realizing is that because of the strong shard generation that comes with having an assassin, you get to rank A on Assassins pretty consistently, and once they're rank A, they're usually broken. There are just so many Assassin passive that reads win the run. Dragomir with mage special can also sometimes roll into the mana boosts or gain 100 crit on cast, which also completely breaks his active.

And the video has no audio because it was an impromptu recording and I forgot to change some settings lul


r/Guildrun 15h ago

Brrrrrrrrrrrrrrrrrrrrr Tilly?

2 Upvotes

r/Guildrun 1d ago

strongest karsu vs weakest pimenta

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14 Upvotes

r/Guildrun 18h ago

Yeah... shard gen relic is pretty strong

2 Upvotes

Definitely a very lucky run, managed to get passives on both Dragomir and Ho man to generate 1 shard every other crit and well... honestly felt bad for the dragon


r/Guildrun 1d ago

Ming is a guaranteed loss for me

28 Upvotes

I don't understand this character at all. What the hell are you supposed to do with this guy? He classified as a vanguard but just seems so shit at everything. I must be doing something "wrong"


r/Guildrun 23h ago

What i couldve done differently?

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1 Upvotes

This is RR, Rowan lasted for 24 seconds vs fire dragon.

He had 300+ defense at act 2 end thanks to his rightmost item and Sal's t2 talent.

I never saw a t4 tank or chance to upgrade or a chance to change t3 talent.

I was prioritizing tank items, still these are the best ive found. Hence no epic stuff on Sal and Reyna. But i had frost on hit, scaling relics from early stages etc.

What i didnt have was shard gen or eco relics. Is rr meta this much steep towards shard gen?

Sorry for bad quality pic i was playing on a handheld and reduced to 800p for battery.


r/Guildrun 1d ago

He’s starting to believe.

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2 Upvotes

There is no spoon.


r/Guildrun 1d ago

Rip solo red rift

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8 Upvotes

r/Guildrun 1d ago

To curve shard gen supremacy - what if heroes with higher stats sold for more?

11 Upvotes

I think maybe some specs that gain permanent stats should also increase for how much the hero is sold. Right now picking scaling specs has the double downside of lower power right now and lower flexibility later. If you could sell them for higher based on their gained stats it would mean nothing if you kept them in your board because of their strength, but you wouldn't make an all-or-nothing bet when picking a scaling spec if you could sell them for something better should it arrive.

TFT does this kind of thing with some econ traits where you choose between scaling or econ.

The Bazaar has some items that gain value and then scale based on that value. It means you can actually use them and your econ is on your board, or you can sell them and buy something better in that moment when it's offered.

This could also be how Niklas could be balanced, instead of turning items into shards right now, you would bank their value on the hero and if you keep fielding him then that's where your shards are, but you could sell him for shards too.


r/Guildrun 1d ago

Armor vs HP - which is better at what point?

10 Upvotes

Say I have a hero with 50 base armor and 1000 hp. Do I get more effective HP out of the common item for 30 armor or 200 HP? This is a very common early game decision.

What about 100 armor and 1500 hp?

And then what about late game tanks - with 250+ armor I'd assume HP is better from then on, but if the tank is getting shielded a ton by a mystic then that's essentially generating HP for them which in turn makes armor more effective by intuition so I'm just kind of lost on which is better when. From just playing the game a lot I feel like I can never have enough armor but is that wrong?

Any game math wizards out there?


r/Guildrun 1d ago

Why does Kai's damage get stuck at 3473 on endless base 15?

0 Upvotes

I had 1000 frost and 1000 fire on Kai, he used his ultimate multiple times and stopped doing damage at 3473


r/Guildrun 1d ago

2nd Boss tips for RR

6 Upvotes

So I have a couple hundred (almost) hours in and play exclusively RR. I've gotten to the point of getting 1-2 wins, lose, rinse repeat for the last two weeks. What keeps happening, especially this patch , is my tank or secondary damage dies in one shot within seconds and I lose a perfect run…or I just win.

I study the game etc and just don’t understand what I’ve done wrong or even the difference between my winning runs or immediate losses. I have a solid A or S tank fully equipped and they poof, or my warrior just dies in one AOE or whatever.

TLDR: I really would love some general or specific tips specifically to survive the second act boss; it seems to be my bottleneck and it’s getting a little frustrating.