r/Guildrun

My observation of Critical Singularity with Kingpin Dragomir and Baked Presence. Buckle up.

I've been trying to understand the ordering of triggers in this game and I'm not sure if there are any defined rules. The most interesting ordering situation I have come up with revolves around the relic Critical Singularity. I think you can appreciate why ordering matters for that relic. So, let's get on with it.

The situation setup:

I have Yuuna with 3rd path Night shade. Base crit 75.

I have Dragomir with 3rd path the kingpin; additionally, Dragomir has the upgrade Baked Presence (which is Rush X: assassins gain crit equal to shards in bank)

I have the relic Critical Singularity.

I have the relic Assassin's Greed Banner on 130 shards, meaning all assassins "gain" 26 attack and magic damage.

I have the relic Shield Vessel which reads Heroes "gain" 30 magic and 30 attack. Note that the order of magic then attack is the opposite of greed banner, not relevant but awkward.

Ok the testing. I ran back-to-back battles, in one battle I had 3 shards in the bank, in the second I had 113 (popped my rewind). However, in both battles Dragomir's kingpin was set to 130 bonus crit.

Here's what happens in battle 1:

  • I press fight bootahn
  • Yuuna's crit gets set to 280, presumably 150 from crit sing and 130 from Kingpin, but no bonus from Banked Presence's 3 crit.
  • Yuuna's attack and magic are set to my base values plus the benefit from both Shield Vessel and Greed banner, 56 bonus.
  • At 10 seconds Yuuna's crit drops to 75.

Now Battle 2:

  • I press that gray box in the corner.
  • Yuuna's crit gets set to 318, presumably her base crit 75 + 113 baked presence + 130 kingpin.
  • Yuuna's attack and magic are set to 176, presumably 150 from crit sing + 26 from assassin's greed banner.
  • At 10 seconds Yunna's crit drops to 75.

Phew . . .

So, what is happening. My best guess is that the ordering of effects at start of combat are:

  1. Rush trigger from Baked Singularity and the "gain" from Shield Vessel

  2. Trigger from Critical Singularity.

  3. Rush trigger from Kingpin and the "gain" from Greed's Banner

Here's why. When Baked Singularity's bonus was only 3, Yuuna's crit was bumped up to 150 exactly, by crit sing and then 130 from kingpin. Had both backup abilities happened after crit sing then her crit would be 283. However, when Baked Singularity was 113 her crit then became 318, meaning crit sing did not bump her crit up but instead her crit was already over 150 with crit sing triggered.

Both Shield Vessel and Greed's banner use the word "gain" but the term doesn't convey a strict meaning. Shield Vessel's bonus is visible on Yuuna's char sheet prior to the start of the fight, but the banner's bonus doesn't occur until fight start.

My thought's?

I think that the game would benefit from having a strict programmatic meaning for the word "gain". I think there should be two different keywords that differentiate between static buffs, and at start of combat buffs. Perhaps instead of "gain" the text would read Combat Start: gain x. Note the text of Critical Singularity is "At start of combat, . . ."

I think life would be easier for the players and ultimately the developers if there was a strict ordering of triggers at start of combat between rush, gain, "At start of combat". This strict ordering would need to include rules about the order of triggers within a category, like what order Rush triggers happen in. Trying to hard code orders for every possible situation now and the in the future is going to be a nightmare. Anyway, that's my two cents, 2 decades of Software Engineering Design (logical fallacy).

p.s. Please, for the love of God, move the event text off to the side. I can't see the Dragon's life bar when I'm under "well rested".

reddit.com
u/X-calibreX — 16 hours ago

70,000

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

reddit.com
u/thebigdynasty — 1 day ago

What am I not understanding about re-rolls.

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?

reddit.com
u/ZidaneTribal2113 — 1 day ago

Help for Red Rift Act 2

I've been playing for the last few weeks on red rift and just can't get a win. I have pretty much 100% success rate for act 1 but usually the run falls apart midway into act 2. What I keep finding is I have one very good character but the other two let the team down

I also struggle with mage/mystic basically never being the very good character.

I'm trying to get more scaling I'm act 1 as I'm guessing I don't scale well enough but I'm having no luck. Any advice for making my act2 more consistent

reddit.com
u/Lahiho — 1 day ago

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
  • 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

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
u/LeylineDev — 1 day ago

With respect to Zuri

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.

reddit.com
u/Nintales — 1 day ago

RR Help

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 ?

reddit.com
u/DapumaAZ — 1 day ago

How the hell do you play Niklas

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!

reddit.com
u/KrazzzyKaleb — 2 days ago

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

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?

reddit.com
u/schnightmare — 2 days ago

Love'r and leave'r - the tragically optimal way to play Sal & Pimenta

If you check https://redrift.gg/meta and look at pairs of heroes you'll see that in redrift the lovers Sal & Pimenta are

A) One of the most picked duos in the game (5th highest)

B) With one of the highest act 1 clear rates of any duo (81%)

C) With the LOWEST full clear rate of any highly picked duo (38%)

So, what's going on?

Well, I believe it has all got to do with the lovers trait and how people are playing it wrong. On its face the trait seems simple, Pimenta gives Sal a bunch of attack speed, Sal gives Pimenta a bunch of armor, and then you scale into the lategame and crush the final boss together. Right?

Wrong, you get wrecked at the final boss because your damage is bad and despite 700 armor you aren't that tanky. What gives?

Well, to put it simply Sal and Pimenta's B tier choices are both really important, and giving a bunch of stats to a bad unit missing a B tier spec isn't going to win you the game. That said, with the lover buffs AND a real B tier spec either one is capable of hard carrying a run... on their own.

So, the tragic strategy -

Act 1 - Pick up Sal & Pimenta, whichever one gets upgraded to B tier first gets the Lover. Whichever is upgraded second gets either Spicy or Brisk.

Act 2 - Scale for as long as you can, and then about half way through sell the lover for a better tank/dps. Ignore Pimenta's cries as she watches 300 attack speed Sal run off with Rowan "the friend".

Tips for lover scaled Pimenta:

Once Pimenta has 300+ armor along with spicy (duelist) she is the best lifesteal tank in the game. She doesn't really need to worry about regular damage, she just needs to lifesteal enough to out-heal poison and burn, which is easy to do.

Prioritize attack speed, lifesteal, and relics that provide debuffs. Plague bauble is incredible, duelist's foil (AS + Omnivamp + extra AS every 15 autos) is BIS on her. In general you don't need to worry too much about defensive items, health is nice but you can get more effective health from omnivamp so I think it's best to just focus on attack speed and omnivamp (even the 5 gold AS/omni item is pretty good!)

A lover scaled Pimenta is the best solo unit in the game, with items and a debuff relic she can pretty consistently solo challenges, and even the final boss - her damage is really good and she will usually be your top DPS.

She isn't super team reliant, but duelists that give her AS buff are nice, so are mystics that can give her more effective health, or anyone who can apply debuffs if you miss a debuff relic. Respeccing your lover Sal into a breezy Sal also makes her a great partner late game.

Tips for lover scaled Sal:

Some people like the Breezy (duelist), which is more popular right now, but trying both out I'm pretty sure the Brisk (warrior) is much stronger with this strat. With items and lover scaling a Brisk Sal will kill bosses and rooms stupidly fast, well before Breezy Sal can scale up.

Brisk Sal scales very well with pretty much every offensive stat - Magic, AD, AS, crit, and mana are all great on her, so are on-hit effects! IMO the single best item is Wizard's focus for the starting mana, AP and crit. After that I like Mage's wand for starting mana and scaling AP (if her bonus attacks kill it scales wand), but spellblade and polymath prism and siphoning dagger and like 10 other items are all great on her as well.

She works with a lot of frontliners, but one of the best IMO is intrepid Kai - she's great at applying the on hit armor debuff and can do enough damage to down bosses/rooms before intrepid Kai's initial rush shield is up. Anyone who can buff her even further, like backup Tilly, is also great.

reddit.com
u/aahdin — 2 days ago

Red Rift Leaderboard Is Broken For Me

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?

u/Scary-Tie-1970 — 1 day ago

Shard farming as an endless strat?

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

u/Salt-Let-2634 — 1 day ago

Ming is a guaranteed loss for me

I don't understand this character at all. What the hell are you supposed to do with this guy? He classified as a vanguard but just seems so shit at everything. I must be doing something "wrong"

reddit.com
u/Correct_Sometimes — 3 days ago

What i couldve done differently?

This is RR, Rowan lasted for 24 seconds vs fire dragon.

He had 300+ defense at act 2 end thanks to his rightmost item and Sal's t2 talent.

I never saw a t4 tank or chance to upgrade or a chance to change t3 talent.

I was prioritizing tank items, still these are the best ive found. Hence no epic stuff on Sal and Reyna. But i had frost on hit, scaling relics from early stages etc.

What i didnt have was shard gen or eco relics. Is rr meta this much steep towards shard gen?

Sorry for bad quality pic i was playing on a handheld and reduced to 800p for battery.

u/Slight-Priority-7820 — 2 days ago

Armor vs HP - which is better at what point?

Say I have a hero with 50 base armor and 1000 hp. Do I get more effective HP out of the common item for 30 armor or 200 HP? This is a very common early game decision.

What about 100 armor and 1500 hp?

And then what about late game tanks - with 250+ armor I'd assume HP is better from then on, but if the tank is getting shielded a ton by a mystic then that's essentially generating HP for them which in turn makes armor more effective by intuition so I'm just kind of lost on which is better when. From just playing the game a lot I feel like I can never have enough armor but is that wrong?

Any game math wizards out there?

reddit.com
u/MrNiemand — 3 days ago

Why is there not a gen ai disclosure?

They have denied that it was used. But if you look at Grace's portrait you can clearly see what the ai used as a reference

u/Exciting_Daikon_778 — 3 days ago

2nd Boss tips for RR

So I have a couple hundred (almost) hours in and play exclusively RR. I've gotten to the point of getting 1-2 wins, lose, rinse repeat for the last two weeks. What keeps happening, especially this patch , is my tank or secondary damage dies in one shot within seconds and I lose a perfect run…or I just win.

I study the game etc and just don’t understand what I’ve done wrong or even the difference between my winning runs or immediate losses. I have a solid A or S tank fully equipped and they poof, or my warrior just dies in one AOE or whatever.

TLDR: I really would love some general or specific tips specifically to survive the second act boss; it seems to be my bottleneck and it’s getting a little frustrating.

reddit.com
u/Bkraist — 3 days ago

The Guildrun Meta: How to Win Consistently at Red Rift

If you want a quick way to win consistently at Red Rift, here is the one-line strategy guide: Be as rich as you can without compromising your ability to win the next fight. The reality is a lot more complicated than that, but that's a good summary of the core strategy you should be following.

If you look at the Red Rift leaderboard, there are players with 50+ streaks, meaning they have a close to 100% win rate. This should prove to you that basically every run on Red Rift is winnable. So why aren't you winning all your games? The reason why you lose is because you do not see the necessary pieces to scale into late game. And the reason why you do not see those pieces is because you are poor. Which naturally leads into the core strategy described above.

Now executing on the "be rich" strategy is not so simple. It requires you to have a good understanding of the following things:

  • Which damage/durability thresholds you need to meet in order to win any given fight. This mostly comes with experience and is by far the most important thing to learn. The entire strategy depends on knowing when you are "strong enough" and then greeding to the maximum afterwards. And you cannot pull of this strategy when you don't know where "enough" is.

  • The long-term shard value of each action. This can be done by using your brain and converting things into shard-value.

  • Which things to buy to win the late game. This also comes with experience and is especially relevant for the Post-Boss Shop, which is usually the single strongest power boost in the entire game and is a spot you ideally want to be very rich for to maximize the odds of seeing something immediately run-winning.

Going in-depth into the above points would take way too long, and a lot of it really just comes down to playing the game to develop experience/intuition, but here are a few basic examples:

  • Buying the Act 1 Key Fragment early "effectively" generates 2 shards per round until the boss (that is because it must be bought eventually and is 2 shards more expensive after each fight). If you started with a strong early game hero like Reyna, you can often get away with buying a tank + key fragment in the first shop, which lets you get started on early game econ/preparing for the post-boss shop. If however you started the run with a hero like Aria or Gustav then you will usually need to buy 2 heroes in the first shop or else you will die to the second fight. (This immediately makes starting with weak early game heroes a lot worse, since they will cost you shards going into the Post-Boss shop.)

  • Buying a quest is also a way to "effectively" generate extra shard value, assuming you are strong enough to buy the quest. This can be a better alternative to buying the Key Fragment if a good quest shows up. Quests that directly generate money like Victory Vessel are most obvious (+15 extra shards worth of value after 3 fights). But even something that doesn't give you money directly can be converted into a monetary value. For example, Frost Vessel gives you close to 20-30 shards worth of stats once completed, so buying it early effectively generates 10-20 shards.

  • Some strong items/heroes can also generate a lot more shard value than normal. For example Sentinel's Plate is a rare item that often provides more stats than an Epic item if you can meet its (relatively easy) condition, which effectively generates you money because you need to spend less in order to win the upcoming fights. Going back to a previous example, an early Reyna is also effectively an econ play because you need less to win the early fights with her on your team, meaning you can spend the resources on generating more money. Scaling is also a way to generate more shard value than normal. An item like Warrior's Greataxe can provide huge stats if scaled a few times, and taking a scaling hero like Backup Rowan can pay off hugely later if you can afford it (you need to know that you are strong enough to win the immediate fights, however).

  • Getting an early B rank assassin (or Tilly) is often easy mode, since they usually provide a ton of shard-value over the course of the run while not being bad immediately. Even if you sell them immediately once you get to act 2 you will usually be well set up for late game (assuming you navigated the post-boss shop well). There are other heroes as well that provide econ as well but you have to be strong to carry them (such as Gustav).

  • If you are weak and have to speculate or buy short-term power, you can also calculate the cost of speculating. For example, if you buy a common item to win the next fight and then sell it back later, that costs you -2 shards total. Buying a C rank hero and then selling it back is -6 shards. On the other hand, buying anything on sale is often quite nice (as long as it isn't completely terrible) because it significantly reduces the cost of speculating. For example, buying C rank hero on sale to get you through the next combat or give you an extra out at a B rank for the challenge fight only costs 2 shards instead of 6, which is much more palatable. Keep in mind that this is one of the most important places to lock in and play correctly, because when you are weak is the exact spot where narrow shard margins matter the most.

A "standard" flowchart for a run is something as follows:

  • Be exactly as strong as you need to be in order to beat every fight in act 1, while focusing on generating as much shard-value as possible.

  • Have a good post-boss shop where you solidify your plan for act 2. At this point your team/gameplan is a bit more locked in.

  • Know where the holes in your current composition are, and roll a bit more liberally in act 2 to fix those problems. For example, if your damage is good but you know that your current tank will not cut it for the entire act, you want to be rolling for tank relics, a rank up for your tank, or an A rank tank replacement that is better than your current tank. (Usually in act 1 you roll 1 time max per shop unless you are actively dying, whereas in act 2 you will often roll two or three times per shop since you are looking for something specific.)


Disclaimer: I am not the best Guildrun player, but I would consider myself decent (10-streak on the current patch). I am friends with multiple players who are a lot better than I am however, including players that have been near or at the top of the Red Rift leaderboard, and this playstyle is something that I have learned from them. (I am just much worse than they are because my intuition/game sense is not as good.)

reddit.com
u/averysillyman — 4 days ago