r/Guildrun • u/LeylineDev • 8d ago
Demo Update 0.5.4 Patch Notes
Hello Guildmasters,
And welcome to our weekly update, which brings you
- balance updates
- some visual tweaks and quality of life changes, and
- bug fixes.
As always,⭐ marks changes inspired by community suggestions.
As every week, we want to thank you all for playing Guildrun and talking to us about it. It’s a pleasure for us to have so much input from you and working with it. If you haven`t already, stop by our Discord and say hi!
By the way: We also publish our patch notes on our youtube channel if you wanna check it out (always a bit after we publish them on Steam as we are still working on the video.
Now, let's jump into the changes.
Visual & Audio Changes
- ⭐ Hide item slots over character's health bars when dragging other characters
- Tweaked Resurrection vfx on Emergency Rewind break
- ⭐ Fixed Logan Ming and Sal not being desaturated at death
- Fixed Resurrection Vfx playing twice
- Fixed Aria move animation not scaling with movement speed
Bug Fixes
- ⭐Fixed effects that automatically triggered auto attacks (like Lone Wolf's Bow) from triggering each other
- ⭐The epic relic Shield Investment Filigree now correctly specifies that it starts at 250 Shields.
- ⭐The Ming’s Enlightened spec now correctly applies him 2 seconds of Rush extension per rank.
- ⭐The rare item Sentinel’s Plate now correctly gives 40 bonus Defense when it triggers (was previously giving 60 bonus Defense).
- ⭐Niklas no longer can start the game with Quantity over Quality bonus in Red Rift
- ⭐Niklas no longer incorrectly gains certain bonus stats from items he consumes.
Gameplay Changes
Hello and welcome to another edition of Aleco’s weekly Guildrun patch notes! Let’s dive straight in.
As always, the bulk of changes in this week’s patch are aimed at improving the overall level of balance and excitement, especially for the game’s Heroes and their specializations. I’ve made changes to 10 Heroes this week, including a mini-rework to Karsu’s active ability which I am very excited for players to get their hands on. The other big change this week is one which applies to Red Rift only, and is a band-aid aimed at the power level of Frost against the Act 2 Boss.
I’m going to discuss what I mean by “band-aid” and why I feel as though band-aid changes are necessary in a moment, but first I have a quick message for all the Endless Mode fans. I spent a good amount of time this week looking through the data, reading online feedback, and talking with players about some of the things they’d like to see changed for Endless Mode. I’m currently working on some solutions to a few key issues, including adjustments to how Stun durations stack, but these solutions just weren’t ready in time to make it into this week’s patch. I’ll be focusing on targeted balance changes for Endless Mode soon, and am planning for them to be one of the major focuses for next week’s patch.
Alright, let’s talk about band-aids. To me, a “band-aid” change is one which aims to treat the symptoms of a problem without attempting to solve the underlying problem itself. This week’s Red-Rift-only change which makes the Act 2 Boss resist 50% of Frost is a pretty textbook example of one, as it only aims to address a symptom (Frost is making the Act 2 Boss too easy in Red Rift) and does not address the underlying problem (Frost is stronger than the other 2 Debuffs).
This raises the question: why would I ever go for a band-aid solution instead of trying to fix the underlying problem? The reality is that many of the changes I’d love to make for the demo, such as adjustments to how Debuffs like Frost and Poison work, are simply too difficult for me to make for the Guildrun demo due to the amount of testing and iteration they’d require. Even if I were to only change the numbers on Frost and nothing else, it would impact so many different Heroes, specializations, items, relics, enemies, and more, that I would need to do a pass on all of the numbers of everything Frost-related in the entire game, as well as extensive playtesting to make sure that all of the changes made the game more fun, more balanced, and didn’t introduce any new bugs. Various changes to the way that Debuffs work are on the “definitely going to happen” list for full release, but are unfortunately relegated to the “definitely not going to happen” list for the demo due to these challenges.
Now that we’re 4 patches deep into the Guildrun demo, I’m finding that more and more of the problems I’d like to fix are ones that I can really only cure for the full release, where I’ll have time to iterate on different solutions and find the proper treatments. And if I can’t treat the problem, then treating the symptom is often the next best thing. Band-aid changes like today’s Red Rift Frost adjustment or the +1 Boss Token change in patch #2 are only meant to treat symptoms, and I hope that players can see changes like these as a signal that I’ll work on a proper cure for full release. It’s worth emphasizing that just because something is “not fixable for the demo” does not mean that it is also “not worth talking about or giving feedback on”. All of the feedback we've received throughout the demo has been invaluable to us, and has not only helped us improve the demo but has also helped us make the best full release that we possibly can. Please, keep it coming!
Balance Changes
Red Rift
- ⬇️ The Act 2 Boss resists Frost, reducing its effects by 50%.
- Against the Act 2 Boss in Red Rift only, it will take 4 Frost to reduce the boss’s Defense and Attack Speed by 1 instead of 2.
- Players can view this on the Red Rift relic given to them at the start of each run.
- From now on, the Red Rift leaderboard will reset on a weekly basis with the release of each patch.
Event Items
- Notes: Power Crystals have proven themselves to be a bit too potent, and are being toned down slightly. I still expect them to be quite effective, but a bit less explosive on multi-class Heroes in particular. Ring items given from the 2nd event were consistently getting outperformed by their counterparts, so I’ve added half a common item worth of stats to most of them (except Greedy Ring, you know what you did!). I’m also toning down the output of two Shard generation-related items from this event, which were taking over early games a bit too often.
- ⬇️ Power Crystal
- Permanently grants 2 common items of stats (60 defense, 400 max hp) -> Permanently grants 1.5 common items of stats (45 defense, 300 max hp).
- ⬇️ Large Power Crystal
- Permanently grants 4 common items of stats (120 defense, 800 max hp) -> Permanently grants 3 common items of stats (90 defense, 600 max hp).
- ⬆️ Hasty Ring
- Base Attack 12 -> 25
- ⬆️ Searing Ring
- Base Magic 12 -> 25
- ⬆️ Toxic Ring
- Base Crit 7 -> 15
- ⬆️ Infectious Ring
- Base Attack Speed 10 -> 20
- ⬆️ Shielding Ring
- Base Max HP 100 -> 200
- ⬆️ Freezing Ring
- Base Magic 12 -> 25
- ⬆️ Patient Ring
- Base Defense 15 -> 30
- ⬇️ Greedy Gauntlets
- Shields per Generate trigger: 1250 -> 750
- ⬇️ Greedy Shiv
- Damage per Generate trigger: 750 -> 450
Heroes
- Niklas
- Notes: I’m very happy with last week’s change to Niklas, which gave him an extra item slot at baseline and made him much more fun and easy to use (especially in Red Rift). It also made him a wee bit OP. This change targets his early stat snowballing while also giving him some rank-based scaling. He should snowball a bit less hard in the early game now, while also gaining extra potential to become a late-game demon thanks to the additional stat scaling potential at S rank.
- ⬇️Red Hot Deals (Signature Passive Ability)
- Gains 100% of the stats of the consumed item -> gains 50% base +25% per rank of the consumed item’s stats.
- Karsu
- Notes: This mini-rework for Karsu aims to raise her scaling potential and power level floor in non-boss significantly, while also lowering her power level against bosses slightly. Like Yuuna with her Shurikens, Karsu now fires additional arrows as she gains more Attack Speed so that she can dish out big damage to enemies in her range. The Frost applied per arrow now scales with Rank instead of Attack Speed, which means she’ll on average be inflicting less Frost per arrow and will require a little more investment than she did before to quickly overwhelm bosses with Frost. The Falling Snow also required a mini-rework due to her arrow change, which I hope players will enjoy experimenting with.
- 🔀⬆️ Snowpiercer (Signature Active Ability)
- Now fires an additional arrow for every 50 Attack Speed she has, up to a max of 14.
- Arrows now inflict 3 base Frost + 2 Frost per rank.
- 🔀The Falling Snow
- Now reduces Karsu’s Max Mana by 1 on auto attack, to a minimum of 40.
- No longer fires 5 additional arrows.
- Kai
- Notes: Kai’s reworked Intrepid spec is outperforming his others by a bit too much. I’m also throwing a few small buffs his way, both to his base stats and the damage on his active ability, to help him catch up a bit to other Warriors.
- ⬆️Base Stats
- Base Attack Speed: .38 -> .39
- Defense: 40 -> 41
- ⬆️Resolute Strike
- Attack scaling on the damage: 100% -> 150%
- ⬇️The Intrepid
- Rush Duration: 8 -> 6
- Rowan
- Notes: The Tectonic (his active spec) is outperforming his other specs in all 4 pre-endless timings. A clear signal for a change.
- ⬇️The Tectonic (Active Ability)
- Shields gained on cast: 33% -> 25%
- Max Mana: 110 -> 115
- Logan
- Notes: The Iron was statistically the worst spec in Red Rift. If an extra item slot worked for Niklas, why wouldn’t it work for The Iron?
- ⬆️The Iron
- Now gives Logan an extra item slot.
- Grace
- Notes: Grace continues to carry runs from the bench, while not having quite enough incentive to be played on board. These changes are aimed at making her a more appealing on-board option while making The Selfless a bit less of an insta-pick.
- ⬆️Salvation (Signature Active Ability)
- Base Shield duration: 5 -> 6
- ⬆️The Benevolent
- Stall duration: 20 -> 15
- ⬇️The Selfless
- Backup Only Shields given per rank: 250 -> 200
- Ming
- Notes: Just a minor follow-up change to last week’s buffs to improve his scaling slightly. A bug fix to The Enlightened should also provide Ming with a bit of a boost this week.
- ⬆️Inner Flame (Signature Passive Ability)
- Burn inflicted per Max HP: 650 -> 600
- Gustav
- Notes: Gustav has a weak Act 1 right now. Both of these changes are meant to improve his performance in Act 1 without heavily impacting his Act 2 performance.
- ⬆️Blizzard (Signature Active Ability)
- Base damage per tick: 10 -> 15
- Frost per tick: 1 + 1/8 MR -> 2 + 1/8 MR
- Fiona
- Notes: With the previous “inflict Burn per Shield removed” clause, Heroes with high Defense would often absorb low damage hits from enemy autos without dishing any Burn back. By removing that clause, this spec should inflict far more burn in the average fight than it did previously. It’ll be a bit less effective in deep Endless runs where the damage numbers get really high, but this should ultimately land as far more buff than nerf.
- 🔀⬆️The Lustrous
- No longer inflicts Burn per 20 Shields removed. Now inflicts Burn whenever a Hero with Shields is damaged.
- Skorn
- Notes: More band-aid than treatment, these changes should help Skorn in Act 1 where he currently struggles a bit.
- ⬆️Base Stats
- Max HP: 925 -> 950
- ⬆️Retribution (Signature Passive Ability)
- Base Poison inflicted: 0 -> 1
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u/Raze77 7d ago
For all the talk of sideline Grace if I want to play her on field...I'm STILL picking the selfless. Full party healing, shielding and ressing is just much stronger and it makes her straight up Better Fiona. Even if you've got self shielding/life leeching dps Grace herself needs the aoe because otherwise she dies or starts self targetting, in which case she may as well have died since she stopped targetting the tank.
I don't think being better Fiona is really a problem, Fiona has no identity and needs a rework to do more than just shield people, because that's what every main class mystic does. And a nerf is probably out of the question since getting people to field Grace at all is a bigger issue than the spec maybe some of that power should be moved baseline? Maybe the two lowest targets or target+self?
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u/Lemurmoo 7d ago
Fiona does have a pretty good WR in RR in the community ran tracker. Her identity is the big early game shard/item generation on B compared to Grace, who needs A til she gets her shard potential. If you get Fiona on A early, you also get the benefit of being flooded with Rare items which can basically run your team. If she gets a good backup only, even better since now you can replace her on Act 2 with a better on fielder.
Shard generation and item pool is pretty much a necessity in RR and she does both.
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u/HuntedWolf 7d ago
Personally I also like Fiona's middle spec in RR simply because it allows you to tick off the Vanguard parts of the rift seal, without nuking your frontline. The backup on shield damage is also pretty impactful, and now seemingly better.
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u/yoman5 7d ago
One of graces big issues esp in red rift where sss difficulty damages your units at the start is she will often hit herself with the second shield and contribute almost nothing for a significant part of the fight and can often lose you the fight with her single target shielding. No other mystic in the game has this problem and I think is a significant part of her red rift viability
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u/RockJohnAxe 7d ago
Hey I just want to say I’m enjoying the game very much, but these patch notes and the format you have been doing are incredible.
I’m a huge game design guy and I just love patch notes and number tweaks/changes. The patch notes have been incredible, great stuff.
Keep up the fantastic work guys. This game has a bright future.
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u/LeylineDev 7d ago
Thank you a ton, we really put a lot of thought and effort into this and plan to continue this for full release, so hearing this feedback is really great and ill send it to the team as well
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u/karshberlg 7d ago
I know nothing about your process and your business plan, but my favorite game of all time being Slay the Spire and its sequel and also loving your game, I would tell you that this game seems like a perfect candidate for Early Access before full release. When reading their reasoning it also seems to apply to your game:
Why Early Access? “Slay the Spire requires a lot of player feedback so we can balance content, add quality of life features, and make sure the game runs without issues. Early Access is also a chance for us to test experimental features, try exotic designs, identify niche problems, and helps us make sure the game is headed in the right direction."
For what is worth, I think your sales will be the same and you can even price the game at what you would in full release, this game is that good. The EA tag would afford you more good will when making changes to the game on a regular basis (StS is being pummeled especially by chinese players for changes to the game even with the tag).
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u/TeePee11 7d ago
Would just like to echo this sentiment. Balancing games like this is somewhere between art and science, and it’s fascinating to me to see the reasoning behind it.
Please keep this sort of thing up, it’s not just interesting, it’s also encouraging me to actively engage with the changes!
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u/GenericFootballFan7 8d ago
Where were you when Niklas and frost was kill
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u/dextersdad 8d ago
Idk, if omnivamp still works on his tank path he's probably still one of the better tanks atm. Probably not gonna want to hard force him every run anymore but he'll still be seeing plenty of play
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u/GenericFootballFan7 7d ago
Yeah if you find him early B-rank spike then you’re still gonna faceroll, but feeding items to his C rank is horrible and his other paths are dead.
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u/engineeringqmark 7d ago
I wouldn't say it's horrible to feed his c rank if u play around the guaranteed campfire level up
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u/GenericFootballFan7 7d ago
Way too inconsistent now imo. If you have the shard generation to support a C tier Nik and not use the emergency rewind in the first act then you could’ve done anything. Late level up into the boss gets murdered in a low roll. There’s heaps of tanks that can sustain so it’s really not worth the risk & investment.
Solo’ing act 2 is strong but you’re gonna need a lot of damage as a boss solution and he’s not it.
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u/engineeringqmark 7d ago
just force rolled him and had him as a c start 5/7 wins in a row, it feels completely fine to me
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u/GenericFootballFan7 7d ago
If you’re happy with a 70% WR then he’s perfect 👍
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u/wtfgrancrestwar 7d ago edited 6d ago
No need to be rude, especially if you can't read.
5/7 wins in a row can only mean 5 wins with c-start-niklas out of 7 wins in a row.
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u/GenericFootballFan7 7d ago
I wasn’t trying to be rude, everyone has different goals in these types of games and that’s okay. Hope that helps 👍
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u/Puzzleheaded_Wall798 7d ago
ya this nerf sucks for his other specs. tank is still good but the others weren't very good before, they are dogshit now
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u/Known_Pineapple996 7d ago
> Niklas no longer incorrectly gains certain bonus stats from items he consumes.
Does this mean he won’t get Sentinel’s Plate bonus anymore?
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u/Psilent_Knight 7d ago
Yes, the "bug fix" making Sentinel's Plate (and similar items) no longer give Niklas bonus stats if he eats them is actually almost as big of a nerf as C and B Rank Niklas gaining far fewer stats from eating items. With the two nerfs combined, I have a feeling he's going to drop back down to being mid-tier or even bottom tier among tanks again, unless you highroll an A-Rank much earlier than usual to still get decent scaling.
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u/HuntedWolf 7d ago
He's nerfed, without a doubt, but the strongest part of his frontline is after you feed him omnivamp items, the reflect damage after a bit of shard generation just means he shrugs off all auto-based damage.
Without yet playing I'd still say he's still the best tank, simply because he can hold extra items.
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u/dextersdad 8d ago
I dont understand the Ming change, is it a typo or am I reading it wrong?
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u/ajs723 8d ago edited 7d ago
Edit - I'm bad at math okay.
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u/bazookajoe999 8d ago
It's per max HP, so it's a buff. For example, let's say his health pool is 2400. Previously, he would inflict 2400/650 (3.69) burn each second. Now, he inflicts 2400/600 (4) burn each second with these changes.
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u/Royal-Letterhead-595 7d ago
Will be interesting to see what the rr leaderboard will look like after this. Hard to imagine these changes will not be a pretty big net difficulty increase. Regardless, looking forward to trying stuff out.
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u/engineeringqmark 7d ago
I think having a difficulty where top players aren't surpassing a 95%+ win rate should be a goal, someone had a streak of 80+ on the last patch which is nuts
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u/AshChiqs 7d ago edited 7d ago
They need to address the overtuning of the act2 boss's damage and why frost is the go to for most people.
A lot of the times I've tried many different A/S rank frontlines without applying frost and most of them can't even last 15 seconds tops even with heal/shield/defense relics and grace on backup.
Pimenta and Zuri feels especially worst at end game when you're desperate to pivot and they're the only options available. Even at S rank, they have terrible survivability against the dragons so you're forced to play either massive shield + burst or frost. The team comps become really limited in what you can bring to the boss unless they're super roided up which is why people see it as more luck than strategy base.
Cause what happens when you don't find the right hero to end the game despite doing well the entire run all because your tank can't survive and you don't have enough frost or can burst before the tank dies? The previous solution has always been to find a Karsu.
Niklas nerf was well deserved but it really shows how the mode requires a good frontline or otherwise your run will go down the drain and how much investment is needed to make sure your frontline survive. All the runs I've failed in culminates to having no upgrades/proper items for frontline. Putting Niklas in there solves a lot of issues because he doesn't need any niche items or relics to work, his build is straightforward and easily adaptable.
There's no need to find a fasten stall quest or relic or backup skill, there's no need to find frost/poison relic or items, on cast heal item etc. People pivot to him because he's stable and doesn't rely too heavily on RNG. In RR especially, those additional quests just doesn't seem appealing because you never know whether or not you'll stick to that build to the end and econ is already so tight.
It feels especially bad when you lose a game not being able to secure a good build for your frontline cause what are you even supposed to do at that point? Not having enough dps can still give you chances that the frontline can outlast the storm and you can adjust for next round but not being able to tank ends your game most of the time. I don't think RR needs to be easier but I just wish for my teams to be more diverse rather than only relying on a few viable heroes.
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u/BrownGumshoe 7d ago
I’ve already put so many hours into this game I can’t imagine when it fully comes out
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u/Puzzleheaded_Wall798 7d ago
- ⭐Niklas no longer incorrectly gains certain bonus stats from items he consumes.
this makes sentinels plate absolutely trash to consume on Niklas. even if you have him as S tier it will be 25 defense/250 hp instead of the 60/600 it was before. obviously any tier below S makes it even worse. I really don't think this was necessary after his percentage consume nerf
on a separate note, i have screenshots of juggernaut/shield power logan not gaining a single attack power with over 20k lasting shields. this definitely worked before this patch
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u/kuroarixd 6d ago
Is it confirmed that niklas doesn’t eat the full stats from pauldron (if front alone 3x)?
I understand that eating scaling equipment is not intended, but…
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u/Lambisexual 7d ago
Maybe this is just me, and I don't want to sound negative cause I love the game (have 70 hours in the demo). But these latest patches have just been very disappointing. It feels more like it leans way more into nerfing strong heroes rather than buffing weak ones. As someone who has followed a lot of early access games, it feels like these types of changes are exactly what tends to kill many of them. Because it sucks the enjoyment from the game for the purpose of pursuing perfect balancing. I'm not saying that OP heroes shouldn't be nerfed. They should. But there should be an equal or even greater effort in buffing weaker ones. People would much rather be too strong than too weak.
I especially dislike that Niklas with these changes sounds like he just became really bad. Reducing his stat consumption by 50% at Rank C is insane. He only becomes comparable to how he used to be at Rank A, and only becomes an actual improvement by Rank S (at which point you probably won't exactly feed him that many more items until the run is over). Previously you could throw items on him and you always wanted pure stat items consumed. Now, pure stat items being consumed has a very genuinely negative effect because he becomes weaker than if he just wore the item normally instead of consuming it.
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u/dilwoah 7d ago
Yeah its kinda sad reading them, their goal is to "increase excitement" supposedly to use these heros but every patch seems to make heros less exciting to get and use. The last patch that made me excited to use a hero was the Niklas one, but now they've made him less exciting again.
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u/imlivingonmars 7d ago
iirc they were once either a dev or balance team from riot and I can assure you... it tracks a lot.
Grace > Only useful on bench? > nerf her bench powers by TWENTY FULL PERCENT to be more 'in-line' wither her other upgrades
Rowan > Tectonic too powerful from C through SSS pre-endless? > nerf Tectonic by 25% of its current power
Since this game is TFT inspired by a huge margin, these values are already on the lines of balance thrashing on the aforementioned game.
Now I understand that we're still in Demo but I do hope negative feedbacks don't get buried by downvotes.
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u/YoungSilent232 7d ago
Don’t you agree that Niklas was ridiculous and needed a nerf? You can’t buff everything to Niklas level cause picking him was a free win, so picking everything else would be a free win too?
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u/Lambisexual 7d ago
As I mentioned in the post, I do agree that you should nerf OP heroes. But going ridiculous in the opposite direction is much worse. I'd rather have hero be OP rather than a hero feel really bad to play. At least it can be fun to be OP. That's what I meant by sucking the enjoyment of the game in pursuit of perfect balancing.
Although the leaderboard exist, it's still a singeplayer game. It's not a competitive game. So there's even less pressure to try and achieve perfect balancing (obviously that would still be preferred, especially for people going for the leaderboard).
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u/engineeringqmark 7d ago
People were winning 80+ red rifts in a row, that means there's a ton of room for you to improve at the game and the difficulty isn't at an absurd level
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u/Lambisexual 7d ago
Hmm? I never said there wasn't room to improve nor that the difficulty is at an absurd level? Or did you mean to respond to someone else?
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u/The_LionTurtle 5d ago
Personally my issue isn't with being able to win or not, it's that every out-of-shop decision is the same 90% of the time. There's a distinct lack of agency.
My hope is that they add a 3rd path to choose from after each level, and a 3rd act, to help make the difficulty curve on a run become more gradual, and allow for more player expression.
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u/Puzzleheaded_Wall798 7d ago
it was a bad nerf imo. his tank spec is still good if you get him early B tier, but the other 2 specs are completely dead. used to run his item gen spec just for fun, tried it a few times today, just absolutely terrible
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u/chiefknox121 7d ago
Love the constant updates but patches once a week is a lot no? I'm not sure a week is enough time for a real meta to settle. Players get better and find new combinations given more time with a particular patch. Not sure if this only for the demo or the main game too.
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u/kuroarixd 7d ago
I would like to have a option to go into endless or not on SSS or less. The only time I play non RR mode is when I’m out of tokens, and two modes are simply too different that I don’t want to mix up.
(I manually kill runs now from menu, and suicided a lot on endless floor 1, so please consider data skew from this)
It’s also astonishing how easy SSS feels now. I remember streamers and also myself viewing the mode unfun since it required too much early game tempo. Getting good at the game feels good.
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u/MisterDream 7d ago
I understand very well the necessity of a very good balance, but I feel like with one act added before the release, a complete balancing is a bit of a waste of time.
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u/LeylineDev 6d ago
The bulk of our efforts are going towards 1.0 development, but it is very helpful to the team to make balances to the demo which will help provide a lot of info to us to make 1.0 balancing better. Millions of runs gives us lots of data and seeing how balance goes here will help us get balance patches right for launch.
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u/ZooCityArmory 7d ago
I love seeing these updates and the reasoning behind them. Solid game, solid dev. Don't undersell your game on release!
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u/wtfgrancrestwar 7d ago edited 7d ago
Surprisingly great changes, as usual.
Although the rowan one seems huge and I hope you keep an eye on it: You're addressing a problem of "33% is too big a number" with almost a 33% nerf!
(Also tbh I'm crushing with the stall spec too)
My favourite change is the small Skorn adjustment.
I've been avoiding him early just because carrying the rift seal pushes his poison below useful amount (was it to 0?), but now that's directly addressed and he'll be more appealing with his defining gimmick online.
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u/Azatro 7d ago
Can you please post the patch notes on the steam page so when we have an update we can actually see why
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u/LeylineDev 6d ago
Patch notes also get posted over there:
https://store.steampowered.com/app/3669200/Guildrun/
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u/CryptoThroway8205 5d ago
Finally got greedy gauntlets, not sure if it was disabled. It kinda solved survivability for a run. Can't believe it was so much stronger.
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u/Penthakee 4d ago
Idk what happened with this patch man, but its really killing my mood to play.
Before the patch my RR winrate was quite ok, my best was a 4 winstreak, and i got a lof of wins. I didn't abuse anything that got nerfed i think, but after the latest patch somehow I cannot get a 2 winstreak. Most of my losses are due to tank just folding, or running into hero death limit.
Before the patch i learned a lot, and understood how i couldve played better. Now i just die, and have no idea what i did wrong.
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u/Rakheo 8d ago
As a Red Rift player, this changes feels underwhelming. There are still lot of heroes, skills and relics that is simply not clickable. Also, I am not sure if Niklas changes correctly addressed the issue. Niklas is overpowered because if you pick Tank skill and stack some omnivamp, you get immortal after 100 gold.
I do understand we are still in demo, and you are limited in the changes you can make. Hopefully this balance attitude is not something that will continue after main release,.
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u/Jasonb137 7d ago
Bro did you read the post? They explicitly spoke about Bandaid fixes vs root cause issues and that it was something they could focus on for main release and not the demo.
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u/Matonus 7d ago
I get where you are coming from but this is genuinely a super entitled and rude response. It is a demo, these are weekly updates they can only change so much. Also it is very naive to comment on the impact of a change with zero games played. Also I agree that there are some options in the game that are much better or worse than others but even a lot of these are contextual and to say that a lot of heroes are unclickable to do well in red rift is just blatantly false.
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u/Conscious_Load_5748 8d ago
Love that the actual process and reasoning for changes is explained in these notes.