
u/LeylineDev

Demo Update 0.5.5 Patch Notes
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
- Poisonous Edge
- 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
- Ranger
- 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
- Burning Absorption
- 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
- Stall Enlightenment
- 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
- Intimidating Aura
- 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%
- Poisonous Aura
- Warrior
- Ranger
- Now gives 50 Attack
- Scaling Attack
- Attack bonus: 25 -> 33
- Victorious Presence
- Attack bonus: 20 -> 25
- Ranger
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
- Poison Bauble
- 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
- Hasty Vest
- 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
- Duelist’s Outbreak Banner
- 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
- Burn Conduit
- Rare Items:
- Toxic Contract
- ⬆️Base Mana Regen: 4 -> 6
- Searing Contract
- ⬆️Base Max HP: 200 -> 300
- Toxic Contract
- Epic Items:
- Ring of Virality
- ⬆️Base Max HP: 100 -> 200
- Ring of Virality
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
EDIT: HOT FIX PATCH LIVE
Aleco here. Today’s hotfix is a bit juicer than usual, in part because there were a few more bugs in yesterday’s patch than usual (my bad ). Notably, 5 items did not receive the buffs they were supposed to, and the Rush which was added to Niklas’s “The Hoarder” spec was not attached to the correct effect. I’m also including a small number of buffs in this hotfix based on early player feedback and data analysis. I’ll be sharing a bit of context on those buffs, as well as how some of the other big changes from yesterday’s patch have landed, in the “Balance Changes” section below. Bug Fixes
- Niklas - The Hoarder: The Rush effect is now correctly applied to the ability as stated in the description. The duration of the Rush has also been increased from 15 to 20.
- Zuri - Stone Skin - Zuri’s signature Passive Ability now correctly grants her permanent stats at all times, not just at the start of combat. This fix will allow players to see Zuri’s stats more accurately when out of combat, and may result in more beneficial interactions for the player when combined with various start of combat effects.
- Hoyoung - The Conduit: Now correctly tracks the amount of Mana Regen gained in the ability description.
- Karsu - The Warband: Now correctly tracks the amount of Attack Speed gained in the ability description.
- Warrior Class Modifier - Ranger: Warriors will now correctly be shown the version of Ranger which gives Attack instead of Attack Speed.
- Item - Toxic Shiv: Now correctly applies 3 Poison.
- Item - Toxic Gauntlet: Now correctly applies 3 Poison.
- Item - Searing Vest: Now correctly applies 2 Burn.
- Item - Searing Tome: Now correctly applies 20 Burn.
- Item - Shielding Flask: Now correctly gives 6 Mana Regen.
- Relic - Assassin's Smokescreen Banner: Now correctly applies Stealth as stated.
- Keyword Description - Stun: Updated the description for Stun to reflect the addition of Stun Resistance in the previous patch.
Balance Changes There were a few things in yesterday’s patch that I mentioned I would do a quick follow-up on, so I spent some time looking through the data on all of the major changes. Firstly, I’m happy to report that the addition of Stun Immunity to a handful of active abilities led to relevant winrate bumps for all the Heroes who received them. There was some concern that this change might impact Kai negatively but the opposite seems to be true, and Yuuna in particular became notably stronger now that she can no longer be interrupted while casting. Most of the other changes in the patch appear to have accomplished their stated goals, with a few exceptions: Duelist’s Outbreak Banner
- Notes: Partially reworked in the previous patch, the early data had this relic coming in just a bit weaker than I would have liked.
- Damage per Debuff: 15 -> 20
Nyx - The Wild
- Notes: The buffs to Nyx’s ability scalings didn’t move the needle as much as I would have liked them to. These changes will hopefully bring The Wild closer to being competitive with Nyx’s other 2 specs.
- -5 Max Mana
- +5 Starting Mana
Niklas - The Hoarder
- Notes: A common piece of feedback I saw in response to the patch notes was that the planned change for The Hoarder was too harsh. Even though the change didn’t correctly make it into the patch as planned (so I don’t have the data to validate whether this feedback is correct), I don’t see the harm in starting out with a softer nerf to The Hoarder than originally planned.
- Rush duration: 15 -> 20
Demo Update 0.5.4 Patch Notes
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
our roguelite autobattler hit #1 trending free on Steam, we are in disbelief!
our autobattler demo hit #1 on Steam trending free and we still can't believe it
youtube.comOur Roguelite Autobattler Guildrun has a demo out on Steam now!
Here's the link if you wanted to try it out!
https://store.steampowered.com/app/3669200/Guildrun/
We're looking for feedback on our new auto battler 'Rift Reborn' before we go to Steam!
Game Title: Rift Reborn
Playable Link: leyline.gg/rr (can get a key on our discord or just comment for Steam key)
Platform: PC/Steam
Description: A PvE roguelike PvE autobattler where you play as a Guildrunner attempting to protect our world from monster filled rifts.
We've been working on Rift Reborn for the past year and we are gearing up for a Steam demo. It focuses on building small teams of super dynamic characters, party members can change roles mid-run and we're focusing on making all of the 25 current heroes synergize together in surprising ways.
We don't even have a store page yet so we'd love to hear feedback on the game from anyone and everyone before we get to Steam
Free to Play Status:
- Playtest Key available
Involvement: lead developer
We're looking for feedback on our new auto battler 'Rift Reborn' before we go to Steam!
We've been working on Rift Reborn for the past year and we are gearing up for a Steam demo. It focuses on building small teams of super dynamic characters, party members can change roles mid-run and we're focusing on making all of the 25 current heroes synergize together in surprising ways.
We don't even have a store page yet but you can request your key here (everyone that joins will get a Steam playtest get): leyline.gg/riftreborndiscord
We'd love to hear feedback on the game from autobattler players before get to Steam