
Hello Guildmasters,
And welcome to our weekly update, which brings you
another major balance pass, including dev notes explaining the thought process behind some of the changes
some visual tweaks and optimizations, and
bug fixes.
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.
Battle tweak: Fixed Gustav AoE vertical position to smoothen transition with loop ending
⭐ Adjusted Rank up intro animation to also accommodate 16:10
Swapped red rift leaderboard title order
⭐ Updated frozen shop overlay
Recalibrated on hit vfx render
Minor change on character death desaturation
Updated damage numbers animations and included icons and color coding for additional information about the damage source
⭐ Fixed a bug with the Strange Fruits event where relics with permanent stat bonuses were not granted
⭐ Fixed a bug where hero growth could block the crossroads buttons by resetting their size after a battle
⭐ Fixed missing rush trigger tracking in the Russian localization
⭐ Fixed a couple of issues with text formatting in Russian and Chinese localizations
⭐ The “Red Fruits” option for the Strange Fruits event now correctly gives the reward immediately.
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.