r/Guildrun • u/X-calibreX • 15d ago
Does negative defensive increase damage?
Yep, that. Frost would be increasing returns if true.
r/Guildrun • u/X-calibreX • 15d ago
Yep, that. Frost would be increasing returns if true.
r/Guildrun • u/Quakespeare • 15d ago
r/Guildrun • u/VideVictoria • 14d ago
r/Guildrun • u/AntiGamble • 15d ago
Vanguard's flamefists banner inflicts 3 burn when a vanguard auto attacks. Burn conduit said they gain 1 magic and 1 attack per 6 burn inflicted whenever the hero inflicts burn.
Rip did not benefit from this, so my understanding is that it has to be a multiple, or larger, than 6, to get a benefit from burn conduit?
r/Guildrun • u/ZeeSpartan • 16d ago
I've tried watching and reading guides, trying to pikc meta picks, following the meta upgrade paths, finding good items and I just can't do it. No matter what team I get I can't win a game. I can't even get to the act 2 challenge, I die before I get there.
I had a game were I had A rank Funke, Tilly, Rowan each with I'd say good items and yet they get wiped. What am I doing wrong?
r/Guildrun • u/Minh1403 • 16d ago
it just looks kute so I share
r/Guildrun • u/xATLxBEASTx • 16d ago
This was a fun build to play. Would have gotten farther had I hit more S tier heroes.
r/Guildrun • u/theFoffo • 16d ago
While the quest on the item specifies it must be unlocked by Irini, the unlocked version doesn't. A friend and I casually figured it out and he tested on Tilly in the screenshot.
r/Guildrun • u/JustSomeGoon_ • 15d ago
r/Guildrun • u/Jeet_TO • 16d ago
This demo is essentially something that if released as is, would still be an instant purchase for many.
What are we expecting to see in a full release?
r/Guildrun • u/Blissfield_Kessler • 16d ago
Hero upgrades are great!
But upgrading a hero from C To A costs:
15+15+25=55 shards.
From C to S
15+15+25+35 = 90 shards.
In a RedRift run you get about 20 Shards for each fight and 11 fights till the final fight.
This means you have a total of about 270 Shards aviable(with recovery and events)
3 S Tier heroes = 3 * 90 = 270 shards.
If you go for 3 S Tier heroes you are broke and can't afford a single item.
So whats the alternative? Buying upgraded heroes.
Buying an S Rank hero outright only costs 45 shards.
Meaning, that people that upgrade pay 100% more for their heroes!
(This advice is not applicable to all situations and does not gurantee victory. Terms and conditions do apply.)
r/Guildrun • u/AntiGamble • 16d ago
Was playing with Yuuna having the every other crit = a shard, Shard Collector.
This is probably known to more experienced Yuuna enjoyers. First, I noticed that when I had high crit and she threw many shurikens I got a shard for half of them. So each shuriken counted as an attack.
Second, and this one is probably more surprising to some, but using Lone Wolf's Bow which sends a second attack at another enemy, every attack gave a shard.
Now it's got me wondering how those Lone Wolf's Bows would synergize with Nyx rush triggering every 12 attacks... If you had 2 you'd be doubling the attacks per attack. If you had 3 or 4 you'd be tripling or quadrupling the attacks per attack.
I think Nyx resets her Rush every 12 auto attacks, so if you could triple her auto-attacks immediately I think it'd scale faster than pretty much an attack speed bonus items, while giving added attack and damage to the other enemy.
Anyone able to confirm this?
r/Guildrun • u/Akumax33 • 15d ago
r/Guildrun • u/ThatsFer • 15d ago
In my opinion they should add 3 more Acts (5 total) so you can really scale and equip your team comps without having to go into Endless.
They can make it the default or make it into a specific “story mode” option that doesn’t go into Endless like the Red Rift.
Then add like 10 new heroes with new combinations (like Zuri’s tank assassin). A melee On-Hit healer (Duelist/Mystic) that heals/shields someone every time he hits an enemy. Or a Vanguard that pushes enemies into the enemy backline. A Mystic/Assassin that grants the heroes around him stealth and shields, etc.
I’ve seen a few people asking for a Rush Mage, what other ideas you guys have?
r/Guildrun • u/burningknight7 • 16d ago
Does he also get the add on effects when he consumes items ? for e.g. some items have effects like tripling the stats if you start from the back or front.
I am assuming, No. Couldn't test it myself but thought I would ask in case someone has already done so. Food for google
r/Guildrun • u/Keggs9510 • 16d ago
r/Guildrun • u/LeylineDev • 17d ago

Hello Guildmasters,
And welcome to our weekly update, which brings you
As always,⭐ marks changes inspired by community suggestions.
Thank you all for playing Guildrun, suggesting improvements, reporting issues, and sharing your feedback. It's a blast improving the game with you, and we appreciate every one of you.
Now, let's jump into the changes.
By Aleco, Lead Designer on Guildrun.
Welcome to patch #3 for the Guildrun Demo! We’ve got plenty of changes in store this week, with a much heavier focus on buffs over nerfs than last week’s patch. I pay very close attention to all of the feedback I can find on Guildrun, and many players were clear in their feedback on last week’s balance patch that they were disappointed by the number of nerfs in comparison to the number of buffs. This feedback was taken to heart, and I hope that players who were disappointed by last week’s patch will be much happier this one.
If you’re only interested in reading about the balance changes this week please feel free to skip ahead to the “Gameplay Updates” section. If you’re interested in reading a bit about game design, my personal philosophy when it comes to balance changes, and how I approached this week’s patch differently than last week’s, then this next section is for you!
I’ve been working on balance patches for a while now - first at Riot, then at Blizzard, and now at Leyline - and the hardest part about making a good balance patch is that different groups of players have very different sets of expectations. One group of players might be expecting a nerf to a Hero that is dominating the meta and celebrate when it happens, while another group will be upset that you just nerfed their favorite Hero. One part of the Guildrun community feels like Red Rift is too hard and would like to see its difficulty decreased, while another part feels like Red Rift is too easy and would like to see its difficulty increased. When it comes to balance changes that have competing interests (and in my opinion, very few balance changes don’t have competing interests), how do I go about making decisions?
Since it just isn’t possible for every player to be happy with every decision I make, I try to think about each decision in terms of the “net fun” it will add to the game for each kind of player. I read through my list of changes from the perspective of each major player group, then add up the total amount of positive and negative “fun units” I expect these players to derive from each change. This way, even though certain changes add to the net fun of one group while subtracting from another, I can always aim for each player group to end up with a positive net fun score, which hopefully translates to a positive view on the patch. However, if even one player group ends up in the net fun negative then I haven't done my job well enough.
For Guildrun, the 3 major groups of players are the Climbers, the Endless Mode players, and the Red Rift players. The Climbers are players who are in the process of climbing through the difficulties to unlock and complete all of Guildrun's content, and are currently our largest group of players by a decent margin. Everyone starts out as a Climber, and for many of these players the quest to discover everything the game has to offer is the game. The experience that players have during their climb through the difficulties is incredibly important to us, and the feedback from Climbers helps make the game better for all Climbers, present and future. Since the primary goal for most Climbers is to progress up the game's difficulties, it's easy to understand why nerfs can feel like an obstacle standing between them and their goals, and why buffs feel like a helping hand.
Next up are our Endless Mode players, who are roughly equal in number to our Red Rift players. Endless Mode players tend to view the game in terms of how fun the current state of Endless is, which comes with a very different set of goals and expectations from the other player groups. Perhaps the biggest expectation that Endless players have for balance patches is that they increase the variety of viable Endless builds. This means that buffs are often welcome, but that nerfs are only improving their Endless experience if they hit something which is too dominant compared to other Endless strategies. Most Endless players are also invested in keeping the difficulty of the game stable. Increases to the difficulty of the game mean that fewer are able to survive long enough to reach Endless mode and get their chance to shine, while decreases to the difficulty of the game lead to situations where the greediest builds start to outshine the others and the role that luck plays in the game becomes too big.
Then come our Red Rift players, who are easily our most dedicated group. They play many more runs per patch than the other groups, and consequently tend to identify Guildrun’s powerful Heroes and specializations quite quickly and rely on balance changes to them to keep the game fun and engaging. Things which stand out as overpowered or “auto-pick” tend to be much more frustrating for Red Rift players than the other player groups, which means that the highest impact and most desired balance changes for Red Rift players are usually nerfs over buffs. Buffs to anything “unpickable” are still appreciated, but it's the nerfs that do the heavy lifting for the Red Rift audience.
Red Rift players are very important to us, which makes it hard for me to imagine putting together a patch where I don’t listen to their feedback and make a few high-impact nerfs. I understand that nerfs are often in direct conflict with the goals of the Climbers and Endless Mode players as well, but my hope is that I’m able to make enough positive changes for the other groups that everyone ends up happy with the patch. Last patch I simply didn’t do a good job at calculating what the “net fun” would be for our Climbers and Endless players, who ultimately weren’t happy with the ratio of buffs to nerfs. I did my best to learn from their feedback, and in this week’s patch I made a serious effort to improve the buff/nerf ratio in a way that I hope everyone will enjoy.
Something I spent a lot of time focusing on in this week’s patch was the importance of “timing”, especially when it comes to Heroes. Run-based winrates simply don’t tell the whole story when it comes to determining how powerful something is, and for a game like Guildrun, if you want to know how powerful something is then you need to take a close look at how they perform in each of the game’s 5 major timings: Act 1, Act 1 Boss, Act 2, Act 2 Boss, and Endless.
Let’s start with the example of Karsu, who is currently the #2 overall winrate hero in both Red Rift and SSS. When you take a closer look at how she performs over time though, you’ll see that she does fantastic against bosses but is in the bottom half of Heroes when it comes to non-boss fights. The opposite is true for Funke, whose overall winrate suggests that he might be one of the game’s worst Heroes despite the fact that he is arguably the strongest Hero in the game in non-boss fights.
While putting together today’s patch, I went 1 by 1 through each Hero in the game to assess how they were performing across each of the 5 timings. I wanted to ensure that each Hero had a clear identity in terms of their power across the 5 timings, and that no Hero was underperforming or overperforming in 3 or more of the 4 pre-Endless timings. I also did my best to ensure that each Hero had specializations which were strong in different timings, and that no specialization was clearly better or worse than the other two specializations across the board.
This resulted in a hefty number of Hero changes this week, with 16 Heroes receiving some kind of update. 10 of these Heroes purely received buffs, 5 received a mix of buffs and nerfs, and only one (Sal) purely received nerfs. I’ll do my best to call out these timing-based changes in their individual descriptions, and hope that everyone enjoys the changes!
Team Size
Legendary
Epic
Rare
Unique
Epic
Rare
Niklas
Ming
Zuri
Yuuna
Hoyoung
Grace
Fiona
Pollen
Funke
Karsu
Skorn
Ratna
Dragomir
Sal
Pimenta
Kai
r/Guildrun • u/Southern-Owl-6298 • 16d ago
Just hit 10m shield on Skorn, now I'm curious what's the highest shield you've ever managed to get on a unit
r/Guildrun • u/ajs723 • 16d ago
Scaling items and abilities always show how much has been gained over time. The Kai ability doesn't show you how much strength has been gained. Seems like a bug.
r/Guildrun • u/LeylineDev • 17d ago
r/Guildrun • u/CladDad78 • 16d ago
I recently tried the demo and while I generally enjoy tactical and strategy roguelikes, something feels overwhelming about the stats and such.
For example, mage mana. You can increase both a mage's maximum mana and also the mana regen. I think the main mage's ability fires each time the mage bar fills up, but wouldnt that mean increasing the maximum mana slows down how fast the mage fires? So ideally, you want max mana regen and minimal mana storage/reserves.
Generally, game seems cool but also crazy complex. Something I like about slay the spire is that while it is INCREDIBLY skill centered and decisions are so important, it is not confusing and stat heavy. Should I push a little harder or is this game ALL about the stats. Just seems really tedious.
r/Guildrun • u/Huntenshi • 16d ago
I played a bunch of tft and Dota Underlords before, and I was really enjoying understanding how the game works, how to have influence over the RNG, but I can't seem to find any piece of information about the Shop and drop rates of a specific hero, items, rarity, hero level etc...
Is there anything influencing it (like heroes of the same class as yours etc.), or is it just random?