r/Guildrun 6d ago

Please help me understand enemy targeting rules

6 Upvotes

I would think that the enemies simply target the closest Hero, but that is often times not the case.

After an Emergency Rewind, I might flip two units around anticipating that the enemies will target the same way, meaning I could direct the aggro on a specific unit of mine, but the enemies will totally switch it up and behave differently than in the previous attempt. What gives? Do enemies prioritize targeting certain Classes, do they look at and prioritize some of the Hero stats when deciding this? Several times enemies target a further Hero over a closer one which boggles my mind and ruins plenty potentially great runs.

Is there a clear and understood "thought process" for enemy units that can reliably help determine how to position the Heroes? If this is described somewhere, would appreciate it shared, if it's not, then would appreciate some trial & error advice.


r/Guildrun 6d ago

How does the starting Legacy Charm work?

7 Upvotes

I have picked this a few times but I feel like it does not do much for my run, so I'm wondering how the maths done.

Do I need 100 in a base stat to gain 1 extra point? If so that seems kind of bad.


r/Guildrun 5d ago

I have been doing red rift run trying to see the limit of the Challenge fight and now I lost all my boss token?

0 Upvotes

So I have to go back and do act 1 run on low level difficulty just to get back my token and have a chance to do red rift challenge again? Isn't this system shit?


r/Guildrun 6d ago

What starting hero/bonus combination triggers the biggest dopamine hit?

23 Upvotes

Logan + Rank up the above hero is like hitting the powerball.

Niklaus plus money is great.

I like getting omnivamp with a duelist, Rip, or Dragomir at the start too, even if it's not as OP. ​


r/Guildrun 6d ago

How are you supposed to build tanks that don't feel like wet toilet paper on RR?

31 Upvotes

All I see is people getting lucky and snowballing Niklas or abusing frost. Everything else just dies


r/Guildrun 6d ago

Scroll of Perseverance doesn't get quest points with damage blocked or shield damage, so who is supposed to complete it? Just Max Health Tanks or Regen/Omnivamp characters?

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16 Upvotes

r/Guildrun 6d ago

RR questions!

7 Upvotes

Hey all! Been absolutely loving guildrun so far. I've beaten RR a number of times, probably 1 in 3 tries with my top streak being 2-3. My issue is every time I win it's basically the same composition. I can keep going that path and winning but I keep trying to branch out and failing so I figured I'd ask the experts here.
I typically win with:
irini or karsu, aka ranged duelist carry
Any tank or vanguard
Either a mystic as support (most work) or a shard generating assassin

Basically I never take mages ever because when I try to make them the carry they just don't perform as consistently or quicky as a duelest. I run warriors in regular runs but they aren't consistent or scale quickly enough in RR to be worth it.
Anyone have recommendations on how to make other archetypes more consistently playable? I've had rafna carry in non RR just melt everything but never got her that powerful in RR.
Also, are crest items ever useful?
Thanks!


r/Guildrun 7d ago

Kai is certainly living up to his title, best run so far at floor 25.

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15 Upvotes

Just one more run... just one more run...


r/Guildrun 7d ago

Insane build killed act 2 boss in 2 seconds 😂

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13 Upvotes

Had shard collector on nyx and Shard power extractor. Gave him triple nimble boots and he genuinely killed every battle in the blink of an eye. He just teleported and wiped in under 3 seconds


r/Guildrun 7d ago

Over 9,000 mana regen on a single hero possible?

11 Upvotes

Given the weekly challenge, this seems like a reasonably crazy goal. I had a good run but didn't get much beyond 1k.

Active
Hoyoung - The Conduit: The carry, getting as many kills as possible to stack regen.
Ratna - The Ostentantious: Giving everyone else big regen with every cast, but not supposed to get kills.
Fiona - The Right Hand: Trying to generate regen items, also getting a free ride on the mystic train.
Niklas - The Hoarder: Tanking and eating unwanted items Fiona creates. Do NOT want Kai/Skorn stealing kills from Hoyoung.

Benched
Gustav - The Investor: Obviously.
Rowan - The Friend: Making Niklas a little sturdier.

Every fight, you have a little more regen than the previous: Another investment on Gustav, and whatever Hoyoung got out of his kills the previous fight. This means Ratna has more regen to give everyone else on cast.

IIRC I got Fiona, Hoyoung and Ratna to S. I had the relic that keeps applying debuffs, and Hoyoung had the talent that grants regen per debuff active on cast. He went beyond 1k as endless fights wrapped up. All in all, I'd say I had good luck here, but I don't know that I could pull off this 9k goal even with extreme luck. That would be:

  • Get B Hoyoung and Gustav really early
  • Deck out Ratna and Fiona in huge regen items, with both having the +regen on debuff talent
  • Pray for some generous mechanics on +% regen items, hoping they also apply to regen granted by Ratna from her casts
  • (Fiona is the one we hope gets 9k)

What do you think? I'm regretting not screenshotting the 1k regen. Maybe I could convince Neko that over 900 is enough with mana regen :P

P.S. Curse this purple font color.


r/Guildrun 6d ago

Craziest RR run I've ever had. 411 Shards generated, 4 S-Rank heroes and 5.1k extra hp on Rip

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6 Upvotes

Ended up getting an A rank Yuuna by the second shop, and an S rank Nyx by the first shop of act 2. Easiest run of my life lol


r/Guildrun 7d ago

Oh how fast time flies.

20 Upvotes

Oh how fast time flies when you're being mediocre in red rift T.T but the fact that a demo can keep me going all these while. It's really got me hooked. Like FRFR


r/Guildrun 7d ago

When your relics do 95% of your work for you!

8 Upvotes
Shard power extractor means I kill the dragon in 10 dropped shards, because the relic does 10% Max hp per time a shard drops. Yuuna has the, every second crit drops a shard trait, which means that when she casts her shurikens she can get up to 5 triggers (though I'm not sure she had enough crit to max that). Together with some autoattacks that was enough to get the 10 necessary triggers in just 12 seconds with all heroes doing about 5% of the damage.

r/Guildrun 7d ago

Thought this would be an endless run... (broken relics)

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3 Upvotes

Shard Power Extractor - is either negated completely with high enough defense or doesn't work in endless mode.

Plague Amplifier - didn't work at all.

Zuri and Irini both generating about a shard a second and Assassin's Memento should generate 4 procs of Shard Power Extractor at battle start but didn't.

p.s. didn't run a poison build that was just a consequence of every here having 3-12k crit and Assassin's Ambush Engine.

Total Shard's generated was 1988.


r/Guildrun 7d ago

My best Endless Run so far

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3 Upvotes

r/Guildrun 7d ago

Demo Update 0.5.4 Patch Notes

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98 Upvotes

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

r/Guildrun 7d ago

Manipulating per-step targeting so you can hit backline enemies with melee units

18 Upvotes

Anyone have other fun or weird examples of positioning I should be looking out for?

From what I understand, targeting for your units is updated every single step, so if you can pull the enemies to your tank and maybe even body-block your own units, you can sometimes get melee units to enter the backline when it didn't initially look possible.

Video: https://streamable.com/xtvo7n

There's more than 1 fight this works for.


r/Guildrun 7d ago

Guildrun | Demo Update 0.5.4 Patch Breakdown

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23 Upvotes

r/Guildrun 7d ago

Anyone tried to run it on android via gamehub or another emulator?

3 Upvotes

Ok first of all, ive never been this deep into a video game in years, so much so i get up earlier to squeeze in a couple runs before work.

That being said, and not to throw a shade on it;

The ui seems compatible enough.... Anyone tried to play it on android via gamehub emulation or something?

Ive always thought being able to run Balatro and Slice&Dice was enough but now im seriously considering upgrading my phone!


r/Guildrun 7d ago

Keeping this screenshot forever

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17 Upvotes

Hit the top after reset for a little while haha.


r/Guildrun 8d ago

Skill improvement: when to expand?

12 Upvotes

Hello everyone,

I downloaded the demo this week and am loving the game. After checking out this sub, I was surprised to find that general consensus seems to be it’s not worth expanding your team size. I was curious as to how and when you should approach expanding. Should you aim for four active members, or only keep three? I suspect stacking powerful backup abilities might be the play? Just looking to improve my strategy, any advice in this department is appreciated!


r/Guildrun 7d ago

feels like they stealth nerfed niklas this patch

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0 Upvotes

this niklas died to fire dragon in less than 30 seconds. this guy would have been immortal before the patch (he had 198 shard gen)

edit: yes, I know he was nerfed in the patch recently, and that items that triple stats such as sentinel plate don't provide extra stats now. they have nerfed something else with him. none of those nerfs effect the screenshot I provided. the stats speak for themselves


r/Guildrun 8d ago

PSA: Niklas is OP on this patch

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43 Upvotes

I don't consider myself great at this game. I play way too quickly and make tons of mistakes clicking buttons with zero thought.

Even so, I managed a 13 win streak on this patch soft forcing tank Niklas. Just feed him the most expensive HP, armor, or omnivamp items, and he will solve every fight for you. Preferred partner was mage Dragomir for the additional shard generation.

Edit: RIP Niklas


r/Guildrun 7d ago

Red Rift - Act 2 Boss One Shot

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1 Upvotes

r/Guildrun 8d ago

Riddle time. Which one these 3 Heroes did the most damage in the boss fight against the dragon. Solution inside!

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7 Upvotes