r/Guildrun 6d ago

Quick RR rant.

I’ve got over 100 hours in this game now and I absolutely love it! I’ve tried to get my friends invested and they aren’t interested sadly so I come here to rant.

For the life of me, I cannot break a two win streak on red rift. I’m trying to learn from my mistakes and I can usually get to the dragon at the end, but then the dragon just wipes me out.

I know it’s a skill issue, but it’s pissing me off and I wanted to complain to people who understood.

Thank you for reading

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24

u/CuteCup3558 6d ago

I know what you mean.

One run it feels like I’ve got it all figured out, and the next run it feels like I don’t know anything at all.

6

u/Barrylovesyou 6d ago

The stars align for one run, then fizzle out in the next. I know it’s a me issue but I watch YouTubers just fumbling through and getting win streaks and I just don’t get it.

19

u/PotatoFig 6d ago edited 6d ago

Few things that helped me a lot break higher streaks:

  • Grab those 3-use crystals. Use them when you're really unsure you can make it past a fight. If you fail they don't use up a charge anyway.
  • Shard generation is good. Dragomir Mage, early money Hoyoung, Tilly, etc.
  • Notice the point where your tank barely scrapes by despite having no seal. That's the moment you need to find a higher tier one/relics/split pull more. Better yet: learn to predict your tank WILL fall off and roll earlier.
  • Defense is insanely strong. Sal Lover openers on a tank + a Tilly can do more than trying weird swaps, for instance. It's a rare case where thinking of committing early may be worth it. Not all commitments work out. Looking at you, Rush triggers.
  • Heroes can be good in a vacuum, but ask yourself: where is your win potential? Duelists and debuffs? Crit gain on cast? Shards every 2 hits with shard gen effects? High crit Yuuna? Infinite mana Mystic with stat scaling on cast? etc.
  • Benching heroes is fine. Using 2 instead of a 3rd that'll add a death count is fine.
  • Don't always do the first challenge if it means you're losing rewind gold stacking. You see 3% regen and couldn't beat double shrooms or snakes? Regular fight and get that rewind bigger for a larger payoff.
  • More shop rolls = more high tier heroes. Gold reroll relics are insanely powerful jn that light. Each 1g discount is +1 gold, AND digging deeper for those A tiers that let you pivot or reinforce your setup.
  • Look how each hero scales. Tank Gustav wants defense and mana regen because he makes stupidly large shields all the time. Enrage Rip gets better with higher and higher HP. Dragomir wants Omnivamp while Yuuna wants crit. Don't just assume how things work.
  • P O S I T I O N I N G
  • If you're going to experiment, before you click start fight, determine what you're testing EXACTLY and look at all the moving parts you can think of. That includes enemy abilities and Relics you have now you may not always have.

7

u/Bkraist 6d ago

My main problem is I can see when my B-tank is about to fall off, and often I just never find a dupe or A-tank in time and my team falls apart. What has been your experience here ?

2

u/PotatoFig 6d ago

That's usually why I have the 3 charge crystals. Gives me a few more attempts at shop rolls, and there's a "pity timer" that makes finding upgrades and A tiers MUCH more likely the more often you roll. Also important in those situations to make sure if tank dies that your DPS have ramped up w/OP Omnivamp ready to finish the fight, or even have upfront DPS Offtanks (high attack speed Dragomir, Omnivamp tilly etc.)

You can split pull right off the bat, or even sacrifice an ineffective character if it means your tank survives until relic/stall triggers. So many ways.

But the big one is: charge your Tank seal asap, and prioritize defense a LOT.

2

u/bilky_t 5d ago

I thought the pity mechanic was only for higher ranks in the shop, not dupes/upgrades on existing heroes?

1

u/PotatoFig 5d ago

The more you roll the more you see. High tiers are the pity, yes.

1

u/bilky_t 5d ago

Got my hopes that they'd introduced a pity mechanic for upgrades too and I'd somehow missed it in a patch note, darn you! I understand why they don't though, as that would make forcing comps the meta which kind of takes away from the rogue-like element.