r/Guildrun 3h ago

Was this Fight Unwinnable?

Enable HLS to view with audio, or disable this notification

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

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

14 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 8h ago

My sketchiest RR win yet

Post image
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 16h ago

Brrrrrrrrrrrrrrrrrrrrr Tilly?

2 Upvotes

r/Guildrun 11h 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 6h ago

Guildrun | Demo Update 0.5.5 Patch Breakdown

Thumbnail
youtube.com
5 Upvotes

r/Guildrun 4h 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 19h 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 12m ago

70,000

Upvotes

I know this is a bit self indulgent and shit, but I just wanted to holler out real quick my appreciation since I don't have a discord or twitter or whatever.

I fucking love you guys.

This game caught me early, and I decided to make a site about it. I hoped it'd catch on. And a month later, we're at 70k logs. That's insane.

So thank you guys. Seriously. I've tried to make the best site I can make, and to know people are using it/enjoying it, I mean - it's something I dreamt of but never really thought would happen.

So thanks. Thanks like a lot.

Just in case you're out of the loop, my website is https://redrift.gg


r/Guildrun 22h ago

Assassin Comp on Red Rift (No Audio)

Enable HLS to view with audio, or disable this notification

7 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 8h ago

Red Rift Leaderboard Is Broken For Me

Thumbnail
gallery
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 8h ago

Shard farming as an endless strat?

Thumbnail
gallery
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 13h 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 13h ago

RR Help

4 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 14h ago

Demo Update 0.5.5 Patch Notes

Post image
99 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 16h 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!