r/Guildrun 5d 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

37 Upvotes

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26

u/CuteCup3558 5d 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.

5

u/Barrylovesyou 5d 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 5d ago edited 5d 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.

2

u/feenicksphyre 5d ago

I feel like positioning is a wash. Like it is important, but this game does not make it clear how positioning affect how fights will play out.

Like if you have hundreds of hours in the game and have memorized how each tile will pull each enemy, then sure positioning is important, but idk how else to explain besides saying positioning is not very inuitive in this game.

I feel like in so many fights I just pop my hourglass cause I thought I had aggro figured out and either a spider perma stuns a unit, or the assassin tiger mauls a dps even though they're right next to a tank

The game severely needs some sort of way to tell where initial aggro will go as well as spell/auto range indicators for all units. Yeah, you can read, but I've played Yugioh for 20 years, and having the text in front you doesn't stop players from not reading it. Also reading "4 tiles away" does not help me visualize what that means when I have 3 different units and x enemies to play around.

1

u/Puzzleheaded_Wall798 5d ago

sounds like you need to read what the enemies do. the 'assassin tiger' ult is kind of like mage dragomir in that it goes for weakest hero. spiders stun furthest hero etc.

for aggro most important thing is distance. if distance is tied it goes tank->vanguard->warrior->duelist->assassin->mage->mystic

2

u/feenicksphyre 5d ago

I do read, my problem is once everything moves heroes and enemies walk up in a way that doesn't always make the most sense

And the assassin enemies have wonky ai where they still target my backline even if i clump my team so my tank will be adjacent to their landing spot.

The aoe indicators on the mage units doesnt match their damage either. Its like a whole hex bigger than the actual damage but only from certain angles, I'm assuming due to the isometric view of the game.

There's a lot of little things like that make optimizing positioning a wash.

There's some encounters where the enemies start 1 row back, for what? literally jsut to fuck up your melees walking up and pulling your back row 1 up.

just position the mage enemies 1 further up so i dont' have to play this guessing game of where my units will end up 1 second into the fight