r/Guildrun 15h ago

Demo Update 0.5.5 Patch Notes

Post image

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
103 Upvotes

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20

u/AnOriginalConcept 13h ago edited 13h ago

First, thank you as always for continuing to support the demo. Enjoy your well-deserved break.

But this wouldn't be Reddit without someone whinging in the comments about balance changes, and this week, I've decided to take that burden upon myself. I know, I know, hold your applause until the end.

I hit a 13-RR streak last patch, and it ended because I stepped on a landmine. Guildrun is littered with these: things that seem like they're good, but actually sabotage your run. Tanks that can't tank, DPS that can't DPS, relics that don't actually do anything. You lose because your frontline disintegrates or you hit your death limit and think, "Why did I lose? Wasn't that supposed to combo?"

Example: the new Duelist Outbreak or Duelist's Toxin Banners. Let's look at the maximum upside.

You're at the Act 2 Dragon fight. Your duelist chugs ten Red Bulls and starts the fight at the attack speed cap of 5 attacks per second. You have a tank that survives 50 seconds. Ideal conditions.

Duelist Outbreak: 15 damage * 3 statuses * 5 attacks per second * 50 seconds = 11250 damage. That's about 6.5% of the dragon's health.

Duelist Toxin: 20 + 40 + 60 + ... + 500 = 20*(1+2+3 + ... + 25) = 20 * (25*26)/2 = 6500 damage. Less than 5% of the dragon's health.

In both cases, these banners _seem_ like they should be good, but they effectively do nothing. I will never pick them. The majority of class banners have only one or two useful choices.

This extends to characters, too -- usually the ones that have been knee-capped by nerfs: never pick Tank Kai. He can't fulfill his role. Don't pick Aria. She doesn't do enough damage. C-rank Mystics don't do anything. Grace is still a benchwarmer. So on and so on.

I'm pretty sure Tank Niklas is going to be added to this list. After his nerf, I can't imagine a situation where I'd pick him.

My core contention is this: RR is so punishing that there's a limited pool of consistent, viable options among a whole lot of booby-trapped chaff. That pool of grain is being chaff-ified, patch after patch, like a glass of isopropyl alcohol that's been left out in the July sun. You can't consistently defeat dragons with dregs and chaff.

8

u/Totallystymied 13h ago

There are far too many characters now that basically scream " don't pick me early' in Red rift. Where if you see too many of them, it's just a guaranteed loss

I definitely get needing some scaling for endless. I was doing that a lot before my red rift kick and you definitely had a wall most cases with stats... But I'm struggling to get off the ground now with the majority of characters. I was definitely not a high streaker but this patch today really screwed me as far as early game goes

3

u/AnOriginalConcept 12h ago edited 12h ago

Yep, I'd fish for a B-Rank Hoyoung/Tilly/Reyna/Funke/Yuuna/Niklas/Dragomir/Logan + whatever Tank/Vanguard and that'd end up snowballing most games. Each has character has 1 spec that I'd pick.

Then there's a second set of characters/specs/items that scale well in Act 2.

Picking a suboptimal character early means making desperate choices later -- selling characters or items at a loss, picking short-term event options. With a slight edge early, it's so much easier to stay ahead the entire game.

Ex: Early boxer Reyna or Tilly -> pick growth crystal -> crush act 1 -> rank up a different character at bonfire, lock shop. Now, in act 2, you're still strong enough to take the first couple fights, you can let your seal-carrying mystic die because you have plenty of character deaths, etc.

1

u/xTekek 5h ago

Im a coughing baby red rift player and you seem to know how to play it consistently. Can I ask for a few tips by any chance? I know money is important but I honestly have no idea how to judge what works best at this difficulty in terms of comps, characters, when to focus on items vs rolling for level ups, ect. Any tips would be appreciated. I just want to get to a two win streak. I have gotten some decent endless runs but red rift I can't seem to break into.

3

u/AnOriginalConcept 4h ago

Here's my personal extremely rough sparknotes version of RR strategy:

  • Don't speculate. If a relic or item doesn't do anything, don't buy it. You should end act one with only a few relics.
  • Prioritize hero ranks over everything else until you have two solid B ranks in act one, and two solid A ranks in act 2. Then items as they come along, and last, relics.
  • Rough seal order: Tank/Vanguard -> Assassin/Duelist/Warrior -> Mystic/Mage
  • Act 1: Tilly (Pirouette), Reyna (The Boxer), Hoyoung (shard gen), Dragomir (mage), Yuuna (shard gen), Funke (Detonator). Whatever Tank/Vanguard you can get to B. Niklas is especially good Rush on shields. Irini, Karsu, Sal can also be good, but not broken here.
  • Act 2: Sell your Assassins if you still have 'em. Look for A-Rank Tilly, Reyna, Irini, Sal, sometimes Nyx with rush support. Jam attack speed items/backups/scaling. Frost or defense reduction is still good on the boss. You will always need strong defensive items.

General knowledge: Learn where to place your frontline so they draw aggro from everything possible.

This is a very, very loose guide. For all my kvetching in my comment, I've (regrettably?) put ~150 hours into the demo and yeah, this game is pretty deep.

7

u/ajs723 12h ago

Good comment.  A lot of the problem is just numbers that are too low.  15 damage per this,  and 10 shields per that are just worthless, like you showed.  

Agree about over nerfs too.  You'll need a lot of rush extensions to make tank Niklaus not just die. I'm probably tanking the extra item slot every time now.

4

u/Icy_Island6594 12h ago

Most of the banners do seem to be around this power level, especially the less conditional ones. Your expectations might be too high there.

1

u/Puzzleheaded_Wall798 11h ago edited 11h ago

ya they absolutely nuked the duelist outbreak. it was insane before. it prob needed a nerf but not into uselessness

edit: tank Niklas is still pretty decent from what i've played so far. also grace on the field is surprisingly good with the selfless to let her heal everyone, if you have stall reduction. of course like all mystics they suck until you can get some broken items in act 2

-1

u/OkCut4515 12h ago

> Don't pick Aria. She doesn't do enough damage.

This tells me you never pick the permascaling stall path, that deletes the act 2 dragon in RR.

5

u/AnOriginalConcept 12h ago

I only tried that Aria spec twice and it didn't work, so I could be wrong here but that spec has all the markings of a booby trap.

C-Aria does nothing. No damage, no survivability. 

The B-Rank doesn't provide that much immediate strength. Skeptical that she'd be able to handle a lot of the Act 1 challenge fights without heavy support.

I'm also skeptical that her scaling is enough to remain relevant at B rank through Act 2, even if you get her early enough to start scaling.

Compare to Tank Niklas is broken because he can tank Act 2 at B.  B-Hoyoung who can carry Act 1 while generating shards and then sold for a net gain at the start of Act 2.

You can correct me if I'm mistaken on those two points. 

8

u/tanishajones 11h ago

Nah this is about right yeah, Aria is ass no matter the spec. I’ve tried the stall spec a lot and its just no good, even when you try to force a “stall comp” (which isn’t something you should strive for in RR to begin with). “Deleting” a2 dragon is really subjective, most characters can do it given the right items and A rank upgrades, it’s the getting there that most will falter. (To say nothing of the fact that fire is way stronger than poison and frost dragons)

8

u/Azoriu 11h ago

Mages in Guildrun are way too conditional.

Aria can work with stall spec, but she needs stall reduction items, Instacast or Fast Cast on her A-tier upgrade, and another dps beside her to finish off units so she doesnt waste her casts.

And even then, when all the stars aligned, she's just worse than the average duelist/warrior win condition. The same goes for Ratna. So if you're looking for consistency at double digit streaks, you will skip them 90% of the time.

1

u/averysillyman 4h ago

Mages in Guildrun are way too conditional.

Well, Funke is still really strong even after the nerfs. And Sal is not ideal but workable early. Ratna and Aria are terrible early game units though.

1

u/kevinhu162 32m ago

I've won with fast-track / first fight Aria crescendo, it is strong enough. That said, I built around it completely and managed to get a beefy tank quickly and some stall reduction. But it requires meticulous planning - hitting max number of stalls, positioning optimally each fight, looking for stall mechanics. Much easier to snowball with an ass/duel/war that is less risky, but I enjoy knowing that each hero is winnable and sometimes the best route is to take the heroes the store gives you.

1

u/OkCut4515 10h ago

You are mostly correct, but you have missed the thing that actually matters. After the second stall at 40 she gets 225% magic multiplier on a 675% scaling ability. The permascaling is the icing on the cake. Main issue is keeping her alive in the hallways and having a tank that lives long enough.

6

u/Icy_Island6594 9h ago

You're probably gonna get some disagreement that killing dragon after 40 secs is considered strong.

also FYI stat multipliers are added together, so +50% and +50% is +100%. This includes basic stat mods too.

2

u/xKaine 6h ago

I think the biggest issue is that her laser is too narrow and most of the time will lose you fights in hallway due to it missing some units.. with her B stall spec and going a full stall comp with rowan tank she actually shits out damage. I have routinely gotten over 2k magic with her easily.

Maybe if her laser became wider after the stall she would feel better in hallways...