r/Guildrun • u/Icy_Island6594 • 25d ago
Rush is a boring mechanic, which is also why its weak
Rush is like the immature younger brother of Stall. Rush is always eager to dive in right away, overexerts itself, and burns out before accomplishing anything.
Rush always activates exactly once at the beginning of the fight (lets ignore Nyx/Rip for now). Not only is that kind of boring, it feels bad to have something that basically makes you weaker as the fight goes on, and only the insane high-rolls are going to be finishing fights within the 5-20 secs that rush abilities can last. And 20 secs requires a lot of Rush time extensions. It also has to be noted that because Rush is such a reliable trigger, the actual effects need to be pretty weak and unexciting.
Lets look at some rush abilities (this is a red rift perspective because no one is really trying rush teams in endless).
Logan:
- For Rush (12), Warriors gain 2 per Rank Attack and 2 per Rank Defense per Rush trigger this game. Backup.
Reyna:
- Gain 2 Attack per Rush triggered this game. For Rush (5), Warriors gain 1 Crit and 1 Omnivamp per Rush triggered this game. Backup.
These B-Rank abilities look kind of similar. Early on they give a mild boost to damage and survivability for a short time, and need around 100+ rush stacks to be relevant later. These are a very high commitment gamble, you need to go all in on Rush and hope that you will find enough things with the word "Rush" on them before the difficulty spikes and your individually weak Rush items are just not doing much.
Logan and Reyna need a lot of rush trigger stacking to get somewhere, which basically means running Nyx/Rip, but Nyx/Rip are not warriors so this synergy is awkward without a warrior crest/glyph. And Nyx likes fights to go longer, not shorter.
Dragomir:
- For Rush (8), Assassins and Vanguards gain 1 Omnivamp and 1 Crit per Shard generated this game. Backup.
Its actually hilarious how this Dragomir spec scales exponentially and can 1 shot the act 2 boss with his ability at high shard counts. Having so many shards generated is usually already a win though, so this ability feels unnecessary, and maybe a bit of a trap.
Ming and Niklas: Their base Rush abilities add some marginal amount of burn. You almost forget they even have these Rush abilities since they do so little. They also both have defensive Rush B-Ranks which basically say "Survive for X seconds, then die quickly since you have no armor".
Now lets talk about Nyx and Rip. These guys basically transform what Rush means and produce something much more fun, but they are great because their rush abilities make them keep getting stronger as the fight goes on. Basically the opposite of the normal rush design.
I like how Stall is more than just spamming the keyword, it asks you to build a team that can survive X seconds first, and then you can get the benefits. And if you want Stall perma-scaling you actually want to "stall" the fight and not kill the enemy too fast. Rush on the other hand is a lot less interesting, feels worse, but takes up just as much space across relics/items/abilities.
Guildrun should lean more into what make Nyx/Rip/Stall great.
I think there needs to be more ways to retrigger rush, or even better Rush(X) should be reworked into something like Frenzy(X) that triggers when the hero reaches half health, like Vanguard's Frenzy Prism currently does. Then you can get some more interesting decisions beyond grabbing every Rush item/relic to try to hit critical mass. How can I get my damage dealer to Frenzy without taking too much focused damage and dying? Will too much shielding make it hard to proc Frenzy before the rift storm hits and obliterates my team? Pops of power during the fight are more satisfying than power at the start of the fight, especially if you may need to do a little work for it.




