We've now all had the chance to try out Minion Masters as it would look without Wildcards for a while. We're very grateful for all the various feedback we've received from you all so far, but now it's time to get a more measured look at things. We would, therefore, like to do a survey to take the temperature and see what the sentiment is at this point in time. The survey will be open until Monday, Aug 23rd, at 1 PM GMT.
This is not the final chance for you to share your thoughts, but this survey will be a vital piece to help us reach a conclusion, so do make sure to take part.
We're working on some ideas we'd like to present to you all at a later date, but for now, we just want to know if people feel the game has become more or less enjoyable with the removal of wildcards.
The scrat infestation is about to reach the end of the line! Prepare yourselves for a “Wild” Patch 1.27 zooming into with tons of changes, new cards and much much more!
Best Plan, No Plan! - Season 3
The final season of the Scrats has arrived!
With a ton of new changes, 2 new cards, let’s have a look at what’s in store this season for Minion Masters.
New cards added to the game.:
The Season Pass will end on September 8th.
Wildcards removal
At the beginning of July we casted a survey asking your final opinion about Wild Cards! After many years of contemplating, having a lot of conversations and understanding what our players want we will be removing Wild Cards from patch 1.27. We will be monitoring player feedback and gamehealth like a hawk during this patch and let you know what our final decision will be moving forward in patch 1.28. For more information you can check out the Wild Cards blog post.
Mana generation changes
We have been gathering feedback to reflect on the mana changes we made in 1.26, and combined with our own experience on the difference between 1.25 and 1.26 we feel that we're happy with how 1v1 mana is, but we want a slightly bigger curve over the match, and give players a bit more time to get into the game. While in 2v2 we feel we went a bit too far, especially in the late game, so we are removing the increase in max mana speed, and reduced the starting mana generation a bit.
This will mean that the main change compared to 1.25 is the faster ramping up towards Maximum mana generation, with a slight increase in starting mana generation in both 1v1 and 2v2.
1 v 1 Changes compared to 1.25
Starting mana generation increased; ~+10% > 5%
2 v 2 Changes compared to 1.25
Starting mana generation increased; ~+15% > 10%
Maximum mana generation increased; ~+10% > 0%
Master Changes:
Mordar Dev notes: Mordar has been getting resses from minions with almost certain value such as walking blind date, wizard puff and snipers too easily.By changing the threshold we hope to reduce the strength of this, while still preventing the heavy coin flippy value of the resses.
Tombstone minimum charge for resurrection 25->50% (so from 5 to 10 seconds)
Valorian Dev notes: Valorian has been the best master for a while now, and a big part of that has been getting consistent small values throughout the match by winning trades with the small heals. By reducing the amount of healing this value should be more in line with perks from other masters.
First perk Heal 18->13
Morellia Dev notes: Morellia has performed really well after the spell nerf, and despite the breath nerf and wildcard nerf we do think we want to reduce the amount of support Queen’s dragon can get a bit to make it a bit easier to deal with, especially in lower ranks.
Queen’s dragon (3rd perk): cost 8->9
Card Changes
Dragon Whelps Dev notes: Flightless has been a card in the top 5 best performing cards almost as long as the card has existed, by decreasing the attack cooldown to 1 second but increasing their mana cost by 1, we hope to get a more balanced version of this card, and all other dragons
Attack cooldown 1.2 -> 1s
Flightless Dragon Whelps
Mana cost 4->5
Affected the by the attack cooldown change
Sniper Scrat/ Bounty Sniper/ Sniper Squad Dev notes: With the spell nerf the snipers have gotten a lot more value making previous buffs superfluous.
Attack cooldown 3.5->4.0s
Warrior/Divine Warrior/ Zealots/ Avea Dev notes: Warrior is one of the best performing cards in a long time, while we do like warrior being a staple card that fits in most decks, there should be a bit more room for other cards in the same role.
Zealots has been a very strong meta card for a while as well and can use this nerf as well.
Divine warrior can perform her main duty as the divine wall a lot better now with the taunt, and should not feel this nerf too much.
Avea is a card we will keep our eyes on to see how she performs after this, to see if, and how much she needs a buff.
Health 400 -> 350
Lost legionnaires Dev notes: Lost legionnaires are giving a bit too much value with the Empyrean army, by giving shields they are a bit better at tanking hard hitting units, but destroy mid ranged units easier
Empyrean army: gain shield instead of rage
Stormy Dev notes: Stormy has been a troublesome card for a long time, especially in lower ranks, and when combined with spirits, shrooms and healing. By limiting the amount of extra health Stormy can get we hope to make her easier to handle. Giving her a spawn stun in exchange should keep the balance somewhat equal in the less extreme abusive situation.
ZenChi Flow changed to: Stun enemies in range area for 3 seconds
Werewolf
No longer transfer buffs when transforming
Attack cooldown 1.1-> 0.9 s
Howling Moon Dev notes: Howling moon has been pretty good at dealing with the really big units, and with the attack speed buff the wolves get we think the cost should go up one mana.
Cast 7->8
Lone wolf Dev notes: Lone wolf has been a bad card for a long time, by allowing her to keep her rage on transform, and combining that with the general werewolf attack speed buff she should become a bit stronger.
Cost 5 -> 4
Rework: Summons a warrior with Rage, if lone, summon a Werewolf with Rage.
Wall Dev notes: Wall is one of the reasons for the mana frenzy game we have been seeing for a long time. Having a 2 mana shut down a big push for a reasonably long time, in range of the masters is too much value, especially in 2v2. By making the wall less tanky, but more of a fighting building we hope to get it in a more healthy spot in the meta.
Health 700 > 400
Melee attackers take 50% damage in return
Stun Lancers Dev notes: Stun lancers have been really good at shutting down any push with 1 or 2 big units. By limiting their stun duration we hope the defence will be at least more interactive, if not plain harder.
No longer stuns on every attack
Stunning Strike: first attack to a minion stuns for 5 seconds
Propeller Scrats/Horde Dev notes: The propellers were hit pretty hard by the removal of bridge grab and can use some more firepower. Now that King puff is gone we can allow a bit more flying units in a single pack as well, allowing the horde to shine a bit more hopefully.
Attack cooldown 1 -> 0.9
(Horde only) if rage, summon 2 -> 4 more
Leiliel's Vortex Dev notes: Other spells have been outshining Vortex for a bit now, and although we like that its no longer an auto-include card, we do think it can use a little bit extra power.
Damage 50->65
Zeppelin Bomber Dev notes: Zeppelin Bomber has been invisible for a long time now, so lets up the power a bit to give it some gameplay.
Attack cooldown 1.6->1.4s
Troubadour Dev notes: There has been a cheesy tactic of getting a Troubadour to face and black holing it to get almost entire uncontested hits on face. By reducing the damage but increasing the attack speed we remove that tactic while also improving how the Troubadour attacking a building looks.
Attack cooldown 4.5->1.5
damage 300 ->100
Frostfeather Flyby Dev notes: Frostfeather Flyby is one of the best spells in the game right now. We want to lean deeper into the idea of this being a spell using minions by making them move slower and have them get closer to their target. this way ranged units, especially aoe ranged units, and significantly reduce the damage if not stop it entirely.
Frosfeathers speed bonus 10 -> 7
Range 4 -> 2 (only for this spell, regular Frostfeathers are unaffected)
Sun Burn Dev notes: Sun burn is also one of the best performing spells, and needs a bit of a damage nerf to allow more units to survive it, while still keeping it as a great swarm counter/rage source.
Damage 100->80
Wolf Among Sheep Dev notes: Wolf Among Sheep is over performing and completely outshining legionnaires. By decreasing the wolf's power, we hope to differentiate the 2 cards more, and give both of them a spot to be played.
Legionnaires summoned 4 -> 3
Nyrvir Breath Dev notes: Being able to give bridge control, and countering entire pushes WHILE building up ascension was too much power. Giving that power after ascension, but delaying the perks of the masters in exchange should put Nyrvir’s breath more in line with other cards.
No longer spawns skeletons before accursed ascension, the after ascension Nyrvir’s Breath still
spawns 8 skeletons
Damage before ascension: 180-> 130
Damage after ascension: 300 -> 260
R4:Z0R Squadron
Tax per tick 4 -> 5
Atg
Health 250->225
Harbinger
Health 270 ->250
Herald
Health 270 ->250
Mechanic Changes
Spirits Dev notes: Spirits are too good on swarm and glass cannons, and too weak on bigger units. by limiting the amount of extra health a unit can get compared to their max health, but increasing the potential on bigger units we hope to make spirits a bit healthier, and less abusable.
Health Boost 200 > 50% of max health (Max 300) (remove flying variance)
Bug Fixes
Fixed an issue with Sugilite Shield not blocking Settsu in field attacks - Thanks N!kola
Fixed an issue with Ghosts stealing units affected by Sugilite Shield - Thanks apexdreambreaker
Fixed an issue with the Fire Imp side of Void Brothers not showing range radius in the preview before placing - Thanks Last_elf
Fixed an issue with Netherstep turning Succubus grey - Thanks to Chimaerok
Fixed an issue where if you have Book open as Akinlep dies, you don’t lose Gong
Fixed an issue where you could see Valorian’s heal on stealthed units
Fixed Tantrum Throwers’ description
Fixed an issue with Stormy not being able to kill Jolo but chain lightning could
Fixed an issue where reporting a leaving teammate did not work
Fixed an issue with Marked only increasing damage on ranged units - Thanks DeathShoottOneyOoney
Increased the Battle Pass xp for each tier
Fixed an issue with Tech counter stuck at 100 in 2v2
Updated Morellia’s life steal description to show correct one - Thanks Credmo
Fixed an issue with Veilstalker and Netherstep being able to jump inside the Master tower
Fixed an issue with Shen’s shock stick’s description showing 40 damage
Updated Pincer of Dread’s description
Fixed an issue with Priestess being able to attack if hypnotized
Fixed a bug with Incubus being randomly feared - Thanks Me
Fixed spacing issues in text with Dragon Valorian Skin
Fixed Blast/Spirit Mancers not working if there is another Blast/Spirit Mancer located on the field
Fixed an issue with Veilstalker getting stuck - Thanks miguel14yt
Fixed an issue with Succubus becoming permanently stealthed - Thanks me
Fixed an issue with Nyrvir getting stuck - Thanks me
Fixed an issue with Blastmancer and Spiritmancer interfering with each other in unintended ways - Thanks MasterTommy96, Nightfall and Cosmic Vortex42
Increased maximum permitted load time in an attempt to reduce the number of timeout disconnects on xbox.
From everyone at BetaDwarf, we thank you for being such a passionate and amazing community. Without you, all this could never have been a reality and for this, we are eternally humbled!
Wild Cards have been one of the most widely criticized features within Minion Masters over the years. With 2.0 coming we've decided it's time to take a good hard look at the feature and try to discern what the issues with it are but also what it contributes.
We want our players to continuously have fun and challenge themselves for years to come. For a long time, we've felt that Wild Cards added to that main goal, at least for most players.
We've heard the argument that it disturbs the overall balance of the game and we agree. It is undeniably harder to find and maintain a great game balance with Wild Cards making decks more unpredictable and extreme, adding to a more rock-paper-scissors experience.
So far we have maintained that the feature also allowed for more creativity in deck building and in most cases for more fun. It's no secret that Wild Cards somewhat limits design space when it comes to the more unique and bombastic designs. We've seen several of these cards become problematic over the years when wildcarded (I.e. Thelec, Wolf Among Sheep, Black Hole, Brutish Betrayer, Guardian, to name a few).
Earlier this week we ran a survey asking you all, what you think of the current state of Wild Cards. Through this survey we found that:
~60% of players like Wild Cards ~36% of players vote to keep Wild Cards as they are; ~31% ask for a change; while ~32% want them flat out removed. Generally, we see the call for removal mostly with high-rank players as around ~70% of the Remove votes came from players in Master rank or above. We also see that while the positive impact of Wild Cards is more widely spread than the negative, it does seem to be less intense. You can see the results of the survey here
What happens now?
Despite the majority of players telling us that Wild Cards are good for the game, we're going to go out on a limb. We believe that the time is right to try something else.
We wish to do a test in which we will remove Wild Cards from the game for a full season. That will be this upcoming season starting with Patch 1.27.
After that season ends we will be asking everyone again to see what your feelings are after having tried the game without Wild Cards for a bit. We'll naturally also be following your feedback on Discord, Reddit, and the Steam forum so do share your opinions as we go along.
Why Now?
When Wild Cards were added to the game, there were a total of 77 cards and deck choices were far more limited. Today is a vastly different scenario with more than 220 cards and several new mechanics. This also means that many cards have alternatives that perform similar duties in slightly different ways. For instance, instead of playing with a Cleaver, you could play with a Brother of the Burning Fist. Instead of Whirly, you could play with Fergus, Plasma Marines → Crystal Archers, Scrat Horde → Skeleton Horde, etc.
Therefore, we believe that the time is right to try and reevaluate this fundamental feature of the game. We believe that we have a broad enough variety of cards as well as several options for most functions that Wild Cards are no longer needed in order to create fun, interesting decks. At the same time, the incredible amount of combination possibilities is also making it substantially harder to fully consider Wild Cards with every balance patch. We now believe that the negatives outweigh the positives.
What happens in the long term?[/h3[ What happens to Wild Cards after the test, we cannot say yet. We will have to see how the test goes and look at the community response as a whole before we make any long-term decisions.
IF we decide to remove Wild Cards permanently, we do have plans to look into the design space that is created in their absence. There are several ways we can make cards that emulate the Wild Card mechanic and we hope to use this to reintroduce the good parts of it in a more controlled manner.
In Conclusion[/h3[ We'll be removing Wild Cards in Patch 1.27 and most likely remain removed in 1.28 as we go over all the results.
We hope you're all ready and willing to give this a go and that you will share your thoughts with us so that we can make the most well-informed decision when the test is finished.
From everyone at BetaDwarf, we thank you for being such a passionate and amazing community. Without you, all this could never have been a reality and for this, we are eternally humbled!
The team has been closely looking at the game for a while now and, leading up to 2.0 we’ve been preparing some major changes that we believe can help some ongoing issues with the gameplay.
We're still a fair bit away from that, but we want to get started with these things as we may need time to reconfigure balance to reach a good spot. Additionally, we believe this will result in a healthier meta. Some of the things we've noticed are that the game seems to have become incredibly reliant on spells and controlling/defending until Mana Frenzy (particularly in 2v2).
We've looked at a bunch of changes that we believe will help sort out some of those issues as well as make the game more dynamic and action-packed.
Why everything at once?
We want to do all of these changes in one major patch, as we believe many of them will change the meta quite a bit. So we think it is preferable to shake the bag one big time and then concentrate on fixing the issues, rather than continuously making changes that will destabilize the balance repeatedly.
What is our approach from this point on?
We certainly expect the meta to be unpredictable with all these changes. We therefore also expect that we will have to do a lot of adjustments. Some will occur in the patches to come in the next few months, others we will have to do through hotfixes. As usual, it fully depends on the severity of the issue whether we chose to hotfix or not, but we will keep an eye on things and are prepared to hotfix where necessary.
The overarching goal is then to spend the remaining time before 2.0 to stabilize the meta and find the best balance for Minion Masters Remastered.
Changes
Game Speed Changes
Mana generation increased
1v1 Changes
Starting mana generation increased; ~+10%
Time to get to max generation decreased; 5 min → 3 min and 20 sec
2v2 Changes
Starting mana generation increased; ~+15%
Maximum mana generation increased; ~+10%
Time to get to max generation decreased; 5 min → 3 min and 20 sec
XP generation rescaled
Passive XP gain increased; ~+20%
Bridge XP gain increased; ~+10%
Balance Changes to adjust (more details in the Patch Notes)
Movement speed change (Slowest minions)
Demon Warrior
Accursed Ascension
The Mancers
Call to Arms
Dragon Nest
Morellia Book
Apep Totem
Nyrvirs Breath
Why are we doing this?
We've tried to change the spread of cards (or rather mana cost ranges) that are being used in previous patches. We feel we've been successful in this with the bi-product that the game has been slowed down. With these changes we're hoping to speed it up again, retaining the good action-packed feel which was the nature of what Minion Masters is. Our general goal is for most games to be around 3~5 minutes and we believe this is a good step in that direction.
With this change, we know the balance won't be perfect right away and we'll need a bit of time to watch the new meta develop and adjust as we go. We see this as an opportunity to change some things that we view as problematic and can aim for an entirely new - and hopefully improved - meta.
Flying No Longer Grabs The Bridges
Flying Minions will no longer be able to convert a bridge to your team.
Why are we doing this?
We believe that cheap flying Minions have too many functions. They are great at defending, cycling, and grabbing bridges. The bridge grabbing part is not healthy for the game as it neutralizes the use of Melee Minions and can potentially dominate the bridges for cheap. With this change, we aim to make flying Minions focus more on their fighting capabilities as strong counters to Melee. Adding them to your deck can be a great defensive tool, however, you won't strengthen your ability to control the bridges
We expect that some of the flying cards, particularly the cheap ones, will need some further adjustments to find a good balance. We've done some changes in preparation, but we're fully anticipating more will be needed once this update hits the servers. We will be keeping an eye on it and will adjust accordingly in the coming months.
General Damaging Spells Nerf
Most damaging spells will have their mana cost increased by 1. We may opt to instead reduce the efficiency of certain spells, keeping them at their cost, but in general, all spells that are related to damaging or controlling Minions will receive substantial nerfs. (more details in the Patch Notes).
Why are we doing this? The game has become too centred around spells, we've even seen the game being referred to as Spell Masters on several occasions. We agree with this sentiment and want to put more focus on Minion versus Minion interactions, and give Spells a more supportive role.
Master Reworks
A Complete King Puff Rework
King Puff has long been a restrictive element for certain designs. While we do like the idea that he is restricted to a certain subset we believe he was too restricted while also gaining too much, in turn making the cards also restricted to him.
Mordar Tombstones reworked for less coin-flippy results We believe that the difference between Mordar getting a good resurrection and just missing it, is too stark, making matches against him feel either super easy or practically unbeatable. With this, we hope to bring him to a more healthy spot.
Diona Rebalanced to remove randomness and removed bridge control from traps It can be frustrating to watch your opponent pick up the healing potion several times in a row, we decided to remove that and make her perk more deterministic. Furthermore, we think that Diona has been too focused on a heavy bridge-control style, and we want to make her more versatile.
Apep Totem rework is on a timer in order to avoid it becoming overpowered in cycle decks, particularly with the new mana rules.
Why are we doing this?
Many cards and mechanics have been added to the game and many changes have happened, certain Master designs no longer feel like they fit in quite the right way. These changes are aimed to increase the fun and reduce frustrating elements.
Balance Changes
Along with the Big changes that are coming into Minion Masters (read here for more information) we also have a LOT MORE balance changes and 2 more cards entering the Arena! Join us now Masters as we unleash all these changes into the Arena!
Best Plan, No Plan! - Season 2
A new season has arrived to Minion Masters! Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
New cards added to the game
The Season Pass will end on 4th of August.
Master changes
King Puff Rework
Basic Attack - Added:
The King's Birthday - Celebrate the king's birthday every 40 seconds. Reduce the cooldown by half the cost of every 4 - 6 Mana Card you play.
Perk 1: Gain a one-use copy of Trick Swap every time the kings birthday is celebrated. (You can only have one trick swap at a time)
Trick Swap: Swap minions on the bridges. Stun swapped enemies for 4 seconds.
Perk 2: When the king's birthday has celebrated a Rage Puff and a Shield Puff appears in your arena (One in each lane, on fixed positions).
Rage Puff - If picked up by a friendly minion give it and up to 4 nearby friendly minions Rage
Shield Puff - If picked up by a friendly minion give it and up to 4 nearby friendly minions Shield.
Perk 3 - changed to:"Summon a Knight Puff for each friendly Minion affected by Trick Swap (Max 5)
A little fishy told me that the new expansion of Minion Masters is nearly here….woop! We’re thrilled to announce the new expansion “Best Plan, No Plan!” with 2 new cards and a ton of balance changes; “Drum roll” so without further ado let’s get Scrating!
Best Plan, No Plan! - Season 1
A new expansion has arrived to Minion Masters!
Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
New cards added to the game:
The Season Pass will end on June 30th.
Card Balance
Xiao Long
Jump cooldown: 1.5s -> 2s
Jing Long
Jump cooldown: 1.5s -> 2s
Dev Comment: The longs have been dominating the meta a bit too much, this change should increase counterplay without affecting their strength too much.
Vulture Prime:
Shield cost: 50 -> 25 scraps
Dev Comment: Vulture Prime needs a bit of a buff, having shields more often makes it less punishing to play it when you have enough tech, and makes it harder to remove
Mal'Shar:
Stealth given from Mal'Shar only works once, (can be given to the same minion multiple times, if it is used first)
Dev Comment: We have seen a lot of Mal'shar Mordar decks, where Cleavers, Colossi and Mar'dreds get invisibility, and it is very frustrating to fight, especially considering certain timings between invisibility and attack speeds are a bit finicky . By making the stealth one time it is less about getting it on big minions that are super difficult to counter it and more about allowing a unit to reset in peace. We do realize this is a nerf for mal'shar and he might need something after this, but this is not the kind of deck we like to have in the game.
Jadespark Watchers:
Growthburst shrooms 2->1
Dev Comment: Jadespark Watchers is being played a lot, and performing well, It required a nerf, this hopefully will have the effect of letting it get less buffed monkeys.
Tantrum throwers:
count 2->1 cost 3->2
Dev Comment: Tantrum Throwers has been one of the best performing cards for a long time, with this suggestion from the ptr it will hopefully be a bit more in line, and it offers more 2 mana bridge grab options.
Scrap Yard:
Consumes all Tech you have, produces 100+1.5x the scrap you consumed, in 5 ticks 5 seconds apart
Dev Comment: Because of the ability to load Tech before placing the Scrap Yard and therefore getting the value from Scrap Yard at the beginning of its lifetime Scrap Yard became pretty oppressive, hopefully with this change there are more counter opportunities, while a well defended Scrap Yard is a bit stronger to make up for that.
Valorian:
basic attack damage 40->45
Empyrean cards no longer affect damage
Dev Comment: We heard a lot of feedback of the deck-building mechanic of valorian both being unnecessary as synergizes with empyreans without it, and it being too constricting, not allowing a lot of decks. Hopefully with this change we can nerf valorian a bit as he is overperforming, but also allow for more variety in decks.
Master Cards: We have switched up a few things around. Below is a list of all those changes:
Searing Light is now an ability
Burn the Bridges is now an ability
Blast Entry is now an ability
Trick Swap is now an ability
More Dakka is now an ability
Shadow Dance and One Punch Blast are both now abilities
Dev Comment: This really is a minor change all things considered. The main reason for the change is for consistency with how we wanted R3-KT to function; we realized that there really isn't a meaningful distinction between what he is doing and what many of the other masters were already doing. So unless there is a good reason for a master's unique card to be a spell, it's now an ability instead. It allows us to consider master impact on spell interactions differently for future design, and serves as a tiny but immediate nerf to Jing and Xiao Long.
Bug Fixes
Fixed an issue attacking when attacking stealthed units - Thanks isokoala & Destroy666 C67
Fixed an issue with stealth units being visible on spawn - Thanks Jackeea
Fixed an issue with Jolo failing to dodge while at 100% - Thanks DeathShoottOneyOoney & N!k0la
Fixed an issue with Settsu not taking damage from jumping on reboomer - Thanks BadAsAFish80
Fixed an issue with Spawn of Fury targeting - Thanks Jackk
Fixed an issue with Mountain Gale’s slow being permanent - Thanks BadAsAFish80 & Jackk
Fixed spell descriptions updating to reflect targeting behavior
Fixed an issue with Lash doing the wrong damage - Thanks Yayann, Destroy666 C67 & You fools
Fixed an issue with Valorian normal skin occasionally having a green vfx - Thanks BadAsAFish80
Added R3KT and Valorian to Free Rotation Masters
Fixed an issue with the red golem looking like the blue golem at 1500 hp - Thanks Jackeea
Fixed the Red Golem preview
Fixed an issue with Draft receiving master choices timing out
Fixed R4Z:0R avatar being misnamed as vulture prime
Fixed an issue with Haunting Hugger causing ranged units to attack nothing repeatedly again - Thanks me
Fixed an issue Red Golem Animations being sometimes broken
Fixed an issue with Once Bitten targeting - Thanks TiddleyKong & Jackk.
Fixed a bug with Rockin' Roler’s damage - Thanks for the callout Yayann.
Fixed a bug with Rabid Prowler’s description incorrectly listing a wrong sacrifice requirement..
Fixed an issue with Hypno+Musketeer death prediction - Thanks DeathShoottOneyOoney.
Fixed an issue with TAAS card cloning - Thanks Tenebra, Jackeea & isokoala.
Fixed an issue with enemy master’s perks in 2v2 streamer mode UI. - Thanks BadAsAFish80
We want to thank you for your continued support and all the players that help us make this game an amazing experience for everyone!
The 3rd season of Outlandish Operations is here!!! Scrap Yard and R4Z:0R Squadron joins the Minion Masters universe along with a host of balance changes and bug fixes.
Ready…. Steady…… GO!
Outlandish Operations - Season Pass #3
A new Season Pass has arrived to Minion Masters!
Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
Added to the game:
The Season Pass will end on June 3rd.
Card Balance
Apep - Shield Totem
Duration 10 > 7
Health 200 > 250
Dev Comment: This makes the totem a little more resistant toward certain spells while reducing its potential to negate damage from entire pushes on its own.
Mordar- Tombstone
Activation time 8 -> 9
Dev Comment: Mordar is currently performing a little too well in top ranks. We are looking into other solutions at the moment but this should bring him more in line for now.
All Masters - Mythic
Are now considered Mythic
Dev Comment: Mythic rules have been a little messy, some not even listed, like the fact that you cannot push mythic units with Knockback or Vortex, etc. This change goes into a larger effort to make the rules more clear and consistent.
Mythic rules added to cards The following cards can now no longer affect mythic minions (including Master Minions)
Netherstep
Gor'Rakk Sacrifice
Once Bitten
Spawn Of Fury
Once Bitten
Now targets the minion closest to center instead of random within the area
Dev Comment: This is really more a QOL fix, but it could in certain cases pertain to balance, so we decided to list it here.
Arcane Bolt
kill threshold 450 -> 400
Dev Comment: Arcane bolt is a bit too efficient at getting quick kills on semi-high health targets such as Cleaver and Blue Golem, this should make such kills a bit harder.
Ghost
Base Stun 5 > 10
Now Stuns Mythic Minions for 10 seconds
Dev Comment: To make up for not being able to possess Mythic minions anymore we've given the stun duration a bump, so it's still a fairly significant effect to use against Mythic creatures, such as Nyrvir.
Snake Druid
Attack Delay 1.4 > 1
Root Duration 6 > 5
This change is an attempt to make him slightly easier to use while removing a bit of the frustrating element.
Akinlep's Gong of Pestilence
Cost 6 > 7
Ring the Gong Changes
Cost 1 > 0
Increase cost 1 on each use
This is an attempt to nerf the minion a little while also making the gong a slightly bigger part of the design. By making the first use free and introducing rising cost the first three uses of the gong equal the same cost as before the change. However, the initial investment is bigger, nerfing cases where you wouldn't use the gong at all.
Zealots of the burning fist + Shield-Captain Avea
Damage 100 > 120
Both Avea and the Zealots could use a little more oomph
Brothers of Light + Caeleth
Hp 600-> 550
Brothers of light are a bit too oppressive in some high level strategies and need to be toned down, we will look into a buff for Caeleth in the future after we see how hard this hits him.
Ratbo
Minigun warm-up time 3 > 2
Now only gets Armored Scrats from your own cards
Dev Comment: Our last change did what we intended to do (i.e. Make him weaker in 1v1 and stronger in 2v2 to even him out.) Unfortunately, it was a little too efficient. This should hopefully tilt him back into a more balanced position.
Improvements
Red Golem Rework - It's finally here. It's about time this big boy get's a touch up like his smaller brother.
Bugs
Fixed an issue with R3-KT dodging attacks by teleporting breaks units pathfinding
Removed T.A.A.S and Akinlep’s gong from the random pool.
Fixed an issue with Rapid Prowler’s Call Slitherbound also having Sacrifice 2
Fixed a typo with Nyrvir's Breath description
Fixed an issue with stunned r3kt shadow dance causing the clone to not do anything
Fixed an issue with hitting r3kt who uses shadow dance with aoe abilities causes them to fail hitting targets after him
Fixed an issue with playing 2x shadow dance in rapid succession causes 2 real r3kt's and 2 clones to spawn
Listed true damage on Pincer of Dread
Fixed an issue with Arcane Missiles (milloween) targeting
Fixed a valorian graphical bug
Fixed Avea Shield bug reacting fast enough to fireball to block the fireball’s damage on unitys around her (for real it’s been fixed now!!)
Banned users now get a banned message when they login
Fixed an issue with Pincer of Dread killing Jing/Xiao Long while they were phased out.
Fixed an incorrect interaction between Black Hole and Re-Boomer
Fixed a rare issue with Morder ressing teammates units stolen from enemy Mordar with Ghost
Haste and Slow now increases or reduces movespeed by a minimum of 1.
Outlander reinforcements have arrived! R3KT finally joins the Minion Masters universe along with a host of balance changes and bug fixes.
Don’t worry, even though it’s April Fools’ Day, all these changes are 100% real. FDM told me, and he wouldn’t lie to me.
Outlandish Operations - Season Pass #2
A new Season Pass has arrived to Minion Masters!
Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
Added to the game:
The Season Pass will end on the May 6th.
Card Balance
Blood Imps/Brutish Betrayer
Return damage 50% -> 65%
Blood Imps and Brutish Betrayer have truly had a resurgence since the blood pact rework. We're happy to see them being played though we also understand they can be a tad coin flippy as things are. This is an attempt to mitigate their power a little, hopefully without completely breaking their value.
Border Patrol
Mana Freeze 2 -> 1
Add 1 mana freeze and gain shield
This card feels like it should be good, and we worry it might be a little underrated as things are now. So this change is an attempt to not make it stronger, but more consistent. You can now choose to play it without the shield (in case your opponent plays shield piercing spells) and retain that 1 mana for other things.
Dragon Whelp
Attack cooldown 1.1 -> 1.2
Pretty much all dragon cards are very strong at the moment, this is just an attempt to make them slightly less oppressive without destroying the cards
Flightless Dragons
Attack cooldown 1.1 -> 1.2
Pretty much all dragon cards are very strong at the moment, this is just an attempt to make them slightly less oppressive without destroying the cards
Hypnotize
Cost 4 -> 3
Duration 6 -> 5
Call Slitherbound 2 -> 1
The intention here is to make the card stronger and more viable to play as well as making it slightly less to frustrating to play against.
Jing Long
Shocking Re-Entry Damage 0 -> 40
Damage 20 -> 25
Jing Long is not performing very well, so here's an attempt to give him a little more consistent value
Nyrvir’s Breath
Damage 325 -> 180
Summon 4 skeletons over the duration
Duration 4 -> 3
Accursed Ascension -> +120 damage and +4 skeletons
This card has been a contentious one for a while and we've been looking at solutions for a bit but haven't found a concrete proposal until now. What this intends to do is to make it a fair bit weaker in the early game, so that it's true power can be felt after Ascension has been achieved. We've also decided to make the skeleton generation be more consistent. It's already a pretty strong swarm counter, there's really no reason it should also be even more empowered by swarm.
Pincer of Dread
Fix targeting issues
Target health highest -> closest
Delay 1 -> 0.5
We believe the only thing holding this card back is that it's very cumbersome to use. By making it easier to hit your intentioned target we believe it can potentially see a lot more play.
Rabid Prowler
Sacrifice 1 -> 2
Instead gain Berserker’s Rage
Dev Comment: This card sees very little play and this change is an attempt to give the card a little more umf, that might make it a good alternative to something like a Cleaver, especially in Slither/Sacrifice decks.
Resonating Blast Crystal
Damage 130 -> 100
Remove Mana Freeze 1
If you explode 2 crystals mana freeze 1
Resonating crystal blast is everywhere at the moment, it's both very strong and very versatile. This change should bring it a bit more in line with the other spells
Shield-Captain Avea
Damage 70-100
Deal 10% damage to self on attack
Yet another Avea change. We're slowly getting there :) - This brings her into the Burning Fist sub-faction and ties her to the Zealot's. One interesting thing this does is that it allows her to proc her own effect.
Shieldguard of Light
Damage 70 -> 80
It's been a while since this big boy was relevant. Let's give him a little push and see if he can stand up to the plate.
Whirly Scrat
Health 390 -> 350
Whirly has been one of the best performing cards for a long time, however now it's also become very popular. This is just a small change to bring it's power more in line with all the other cards.
Xiao Long
Get Jing Long Spell Dodge instead of shield
Damage 20 -> 25
This is honestly mostly to consolidate the two Long cards. We do feel the new dodge mechanic Jing Long introduced feels better than the shield, as it doesn't actually empower the minion vs anything other than spells. This does also mean that you can now activate Xiao with your own spells (as with Jing), however that opens him for a counter play from the opponent.
Master Balance
Ratbo
Also summons scrats on teammate’s minion cards
Spends 3 seconds to charge minigun from attack cooldown 1 - 0.3
Ratbo has the opposite problem to Stormbringer, in that he performs incredibly well in 1v1 but is very lackluster in 2v2. So we're essentially doing the opposite to the attempted Stormbringer fix in that we're allowing him to bank value off his teammate. This is to hopefully even out his value across the modes so that he can be more easily balanced in the future for all modes. We realize there's a bit of a consistency issue with these changes, however, we have chosen to sacrifice that for a more even balance across modes.
Valorian
Perk 1 heal 15 -> 18
It seems we may have over-nerfed Valorian a tad. We discussed simply reupping his basic attack damage, however landed on upping the heal effect a little instead. We feel this goes a little further into what makes him unique, and as the "Flying receives half healing" rule is now in effect it feels less dangerous.
Bugs
Fixed decoy trap not taunting both players in team play.
Fixed haunting hugger failing to generate accursed ascension progress on direct kills
Fixed vortex not pulling once flying units are out of gap. - Thanks Matt
Minion Masters has just been updated to include the Outlandish Operations update for free! Plus, act now before March 12 to get the new Outlander DLC for free.
Brand new Huge expansion - The Outlanders make their triumphant return to Minion Masters.
One man's junk is another man's treasure. This is why the scrapyard of fallen spacecraft debris and damaged drone parts is a veritable gold mine for the destitute Outlanders. The ingenious grow bolder as their newest inventions begin to take form.
Even more exciting content is on the way with this update, including many gameplay and balance changes. We also have a new master being added to the game. He's not quite ready yet, but you can still get a preview of him in-game ;)
More Outlanders are finally here! Version 1.22 marks the start of the Outlandish Operations expansion, and we have some key bug fixes, and a lot of exciting content coming along with it… even a new master?!
Outlandish Operations - Season Pass #1
A new Season Pass has arrived to Minion Masters!
Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
Two new cards have been added to the game:
The Season Pass will end on the April Fools Day.
Card Balance
A.I.M Bot
Starts with shield
Outlander Tech - Spend 40 tech to gain marksmanship, spend 40 more to also gain haste
Bannerman
Health 150 -> 250
Throughout the last couple of years many cards have been introduced that makes Bannerman's value very precarious. Effects like Poison, Sun burn, vortex all negate the shields in one way or another. We don't want him to simply counter those spells as well, as we don't want him to be a one-size-fits-all solution. So instead we added to his value as a fighter by upping his tankiness substantially. This way he can contribute on his own, while his effect remains useful in certain matchups.
Bats, Bats, Bats
Cost 5 -> 4
Bats jump in the direction of the card that was played
This change is an attempt to make the value of Bats Bats Bats slightly less extreme, but instead a little more reliable. It should be possible to spread your bats out more, and hopefully not lose them all to one spell anymore. On the other hand, Bats are now weaker (see Nether Bat change) so it should be less scary to face the card without a spell counter.
Crystal Construct, Dormant Defenders, and Guardian
Damage 80 -> 100
Dormant Defenders
Cost 6 -> 7
Ghost Turret
Attack Cooldown 0.8 -> 1
Heal Puff
Health Per Second 25 -> 20
Illusory Cleaver
Damage 0 -> 100
Remove Voidborne Wound
Adding some consistent damage value to the illusions should make them worth their 2 mana cost. While they don't pose as big of a threat as their non-illusory counterparts they now need to be dealt with or they can amass quite a bit of value over time. On the other hand, they are very easy to deal with, so the value from the damage should not run amok.
Illusory Dragon Whelp
Damage 0 -> 15
Adding some consistent damage value to the illusions should make them worth their 2 mana cost. While they don't pose as big of a threat as their non-illusory counterparts they now need to be dealt with or they can amass quite a bit of value over time. On the other hand, they are very easy to deal with, so the value from the damage should not run amok.
Lord Fanriel the Stormcharger
Fix true damage issues
Damage 100 -> 130
When we introduced True Damage, we wasn't 100% sure what to expect in terms of power, and admittedly over-nerfed Fanriel quite a bit. With some fixes to True damage that makes it more consistent, though also weaker, we believe it's only right to give Fanriel some of his Oomf back. Netherbat
Title Change: Nether Bat -> Nether Bats
Damage 35 -> 20
Count 1 -> 2
On Spawn, netherstep forward in a v shape
Once Bitten
Cast Delay 0.5 -> 0
Scratillary
Damage Per Rocket 50 -> 45
Screaming Scrat
Explode when Barrel is broken
Explosion Damage 130 -> 100
S.T.int
Outlander Tech - Spend 50 tech to claim the furthest bridge on spawn.
Vortex
Damage 80 -> 50
Vortex continues to dominate all leaderboards and still has an incredibly high use rate. We're targeting damage this time as we feel the minion displacement and area denial capabilities are what make the card fun an unique to the game. So we'd rather remove some power and versatility in the straight removal aspect of which there are plenty of alternatives.
Zeppelin Bomber
Movement Speed 5 -> 7
Attack Cooldown 2 -> 1.6
Master Balance
Diona
Perk 2 - Only drops potions for enemies dying on your side and on the bridges
This change will likely split the waters a bit. The intend of this is to nerf Diona in the case where she's already winning and spends a lot of time in offence. But buff her in cases where she struggles. The idea is that potions dropped on the other side of the field in situations where you are behind or losing are almost always lost, and as such just add a hidden cooldown. With this change it should be more likely that you can pick up most if not all potions as they will always spawn in a place where you have at least some control. Stormbringer
Perk 2 - Only give Minions under your control Marksmanship
New master?!
You’ll have to check him out in-game for details, he’s not ready to sit atop the master tower just yet ;)
Bugs
Fixed issues with Settsu’s Perk 3 stun
Fixed Harald Ah’Mun not healing properly after the healing changes to flying units
Fixed Sunder not doing damage
Fixed Resonating Blast Crystal’s remnant not going away
Fixed a visual bug with Resonating Blast Crystal not showing the exploding animation
Corrected Zeppelin Bomber’s description to show correct stats.
Changed the indicator on spell cards to green when your teammate played Jing Long
Fixed a bug causing Gong to stay in your hand if Akinlep's Gong of Pestilence was transformed into a wolf
Fixed Chain Gang causing FPS drops
Fixed Twitch drops
Fixed color differences between cleaver/whelp and illusory cleaver/whelp
Fixed Boom Buggy firing too fast on occasion
Fixed Armored Escort tooltip not showing with priestess
Fixed a bug causing Haunting Hugger to be targeted while invisible
Fixed a bug causing Ghost to be interrupted by unholy ground
Fixed guilds getting the same conquest cards repeatedly
Misc
Created a counter for Ascension that is always visible
Added purple feedback to show that a card is an ability card that will return to your hand
Added more search tags
2v2 randoms no longer allows the same master in a team