Patch 1.32 is coming in hot and with it two awesome cards and a ton of Balance changes to go with it!
Minion Masters Invasion - Season 2
Introducing 2 new cards
A'zog, Voidfiend of Shars'Rakk
Impetus Blast
Balance Changes
Buffs
Mordar Dev comments: As we promised a couple updates ago, mordar would get a buff after we swapped his perks. By making stuns a less consistent trigger-blocker, countering the resurrections becomes more skill-based, and if they are more consistent, we can balance them a lot better than in the extremely binary, “Do you have a stunning spell?” scenario. We had to be a bit careful with the buff, as Mordar also had a bug where his perk 2 did not work until perk 3 was gained, so that is fixed now as well, which should help him a lot as well.
Stuns no longer reset timer on tombstones (but cant ress while stunned)
activation delay 10->15
Demon Warrior Dev comments: Demon warrior can use a bit of a buff, but we want to take it slow.
AS 2 > 1.9
Spawn of Fury Dev comments: Just a small buff to make the card a bit more usable.
Reduces max health/damage by 33% > 25%
Crystal Construct/Guardian Dev comments: All the construct variants are underperforming, so we make them all a bit better at tanking.
HP 800 > 850
Spirit Infusion Dev comments:Spirit infusion is one of the least played cards, and performing badly when it is. Historically we have seen some balance issues with it though, so we want to see if we can push it a bit more into accursed ascension, to make up for the potential strength of lots of spirits.
Accursed Ascension count 1 > 2
Gor'Rakk Gate Dev comments: Gor’Rakk Gate comes with a great cost in health and is not played a lot, and with the set cycle, we are not too afraid of 3 mana being too good. We limited the number of copies to 1 to prevent you from quickly playing 3x the best option in a row.
Mana cost 4 > 3
Copies 3 > 1
Mana Puff Madness Dev comments: While Mana Puff Madness is not a card we would ever want to be in the actual meta, we do want it to be played by some players. This should give it a bit more viability, without making it too strong.
Mana 3 > 1
Add mana freeze (2)
Mountainshaper Dev comments: Mountainshaper was mostly played by wildcarding it, now that you can’t do that anymore, a buff is in order.
Dam 100 > 125
Bridge Shrine Dev comments: Bridge shrine is both underplayed and underperforming, so by giving it a decent buff, but not in xp generation we hope to make it more consistent, but not strengthening
Its peak usage.
HP 400 > 500
Sapphire Pebble Dev comments: Pebbles were a very weak released card and have not found a place yet. By increasing their damage and lowering their myriad we hope to make a 2 pebble play worth it, but with the CardCount up to 2 a 4 Pebble play is possible, and we would love to see what you can do with that!
Myriad 2 > 1
Dam 40 > 50
Count 1 > 2
Bats Bats Bats Dev comments: At high level Bats Bats Bats is both the card with the lowest playrate AND the lowest winrate, so while this buff might not be enough, this is a card, similar to mana puff madness, that should never really be meta, but does deserve some play!
Mana 5 > 4
QuestingKnight Dev comments: Avea has not been performing great, with very low playrates and winrates, so we decided on a decently big buff, and we will keep an eye out to see if we overdid it.
HP 350 > 450
Thunder Shrine Dev comments: Thunder shrine has been a bit frustrating with massive spawn stun, stunning even the masters! So we decided to reduce the cost, but lower the range, no longer allwing the Thunder shrine to hit the base.
Range 25 > 20
Mana 4 > 3
Gambler's Ball Dev comments: Gamblers ball has not performed well, so making its ability to active easier should help.
Sacrifice 3 > 2
NERFS Burn the bridges: Dev comments: Burn the bridges is a spell with extreme potential, most effectively used in 2v2, and the rage of volco is most effective used in premades. The result of this is that volco has a pretty bad winrate in 1v1, but very high winrates in 2v2. We will be looking into ways to make volco better in 1v1, but we could not have a master be this dominating in 2v2.
Renamed to Burn the Bridge
Burn 1 of the 2 bridges (whichever is closest)
Harmful souls Dev comments: We wanted to give more counterplay against harmful souls, by delaying the souls a bit you have more time to play minions in the area.
Starts at +0.5s and between souls at +0.1s
Dragon nest Dev comments: Dragon nest is the main reason Milloween has been dominating at the top level in 1v1, so by nerfing dragon nests duration we hope to solve the 1 master that stood out in 1v1.
Lifetime 35 >25s
Scott Dev comments: Scott has been performing really well for a long time, and has pretty insane dps, so by lowering it a bit he should be a bit more in line with other cards
Damage 65 >60
Incubus Dev Comments: Now that incubus can’t jump to the base anymore he deserves a little bit off love, and succubus is too busy with the enemy's minions ;)
Damage 60 >65
Scrap yard Dev comments: Since Ruby was added to the game scrap yard has been popping off, with the possibility to get a lot of scraps from such an expensive outlander card, that has even more scrap generation potential through the ability card. By removing the base, but also fixing the stun bug that caused it to reset to 0 scraps spent, we hope to get it balanced, but because of the bug, it was hard to see what the actual strength was, so we will keep an eye out.
Remove base 60
Fixed the stun bug
Ruby Dev comments: Ruby has been a staple of the meta this patch, and despite that we like seeing new cards being used, she is definitely being used a bit too much. While her winrates are pretty average, we feel like she has no clear counters, so we wanted to give her a more clear weakness by making her side cannons not hit flying units.
We have heard your complaints about her ability, and will keep a close eye to her in the upcoming patch!
Can't hit flying
Stormbringer Dev comments: More of a bug-fix than a balance change, but there was a bit of frustration with Stormbringer, where he would waste arrows more often than death prediction should allow. This might mean he needs a nerf next patch, but we want to see how much of an effect it actually has first.
Added Stormbringer Death Prediction
Bug Fixes
Fixed an issue with the King Puff tips being outdated - Thanks Badasafish80
Fixed an issue with stuns resetting scrarpyard’s scraps
Fixed an issue with tombstones not giving haste
Fixed an issue with tombstones not glowing again after they’ve been stunned - Thanks Matt
Fixed an issue with Scrat tunnels ability card
Fixed an issue with Death prediction not accounting for Stonebjorn’s damage reduction
Fixed an issue with shield guard of light getting triggered when shielded by Sugilite shield - Thanks Me
Fixed an issue with TTT not stopping its attacks when being stunned - Thanks Doc_Banane
Fixed an issue with achievements not being synced correctly
Added the Description to the Mecha suit of Volco
Fixed an issue with Spawn of Fury and rounding errors - Thanks Jackeea
Fixed an issue with that searing light using the Valorian skin equipped by your own Valorian
Fixed an issue with Avea causing FPS drops while in hand after completing a quest
Fixed an issue with Chain Gang causing FPS drops while in hand
Calling all able Masters to man their stations, an invasion is slowly hurling towards the Arenas!
We’re thrilled to announce Minion Master’s newest expansion….
Minion Masters Invasion!
With this expansion, we’ll be releasing 2 new cards and moar balance changes have been added…Cough Hypno changes? Cough
We’ve also made matchmaking a bit stricter thus reducing the frequency of skill discrepancies.
Introducing 2 new cards
Balance Changes
Buffs
King Puff Dev Comments: King puff is still underperforming a little bit, here’s a small buff to bring him to that sweet spot.
Birthday Cooldown 45 > 43
Call to Arms Dev Comments: Call to Arms has been in a weird spot for a while. With the gradual balance we gave it based on the health of the buildings, we feel more comfortable letting the buildings remain despite getting Call to Arms value.
Doesn't transform buildings
Copies 3 > 1
Warriors summoned 1 > 0
Only target own buildings
Caeleth & Brothers of Light Dev Comments: Two cards that can use a small buff, and this puts them in line with Brother of the burning first.
Caeleth: Health 550 > 600
Brothers Of Light: Health 550 > 600
Kurrrnath Dev Comments: Kurrrnath has been underperforming since his release, and this will hopefully make him a bit stronger, without allowing him to get sneak hits to the base by lucky spawn timings as someone else uses a spell.
Make the ability damage any target instead of only minions
The ability is not active during summoning sickness
Lycanthropy Dev Comments: Lycanthropy has been in a good spot lately but with once bitten it has been too easy value by playing it on an already damaged unit. With this change we hope to make that play more skillful, and less reliable, while still allowing you to get value with Once Bitten (and this should not affect the other lycanthropy in any meaningful way).
Activates on 50% of (max health -> health when gained lycanthropy)
Flightless Dragon Whelps Dev Comments: Flightless dragons has been not up to par ever since we nerfed it, but it was too good at 4 mana, so by making it less reliable at 4 mana we hope to get it to a well-balanced spot.
Voidborne Wound: Reduce cost by 1
Stun Blast Dev Comments: Adding some outlander flavor to an underused card.
Also Inflicts Marked
Stormy Dev Comments: This should make stormy, and stormy’s spawn effect faster and more reliable.
Attack Delay 2 -> 1.5
Scrat Spawner, Crossbow guild & Swarmer totem Dev Comments: All these spawners are underperforming, and this should get them a bit more value.
Scrat Spawner Every 5 > 4 seconds
Crossbow guild every 4 -> 3.7 seconds
Swarmer totem every 5.7 -> 5.0 seconds
Sapphire Pebble Dev Comments: Similar to Kurrrnath, we’re still not happy with the Sapphire Pebbles current state and it’s in a dire need of a buff.
Impatient Statue Dev Comments: Impatient statue has been underperforming, this should make it slightly stronger.
Call Slitherbound 1 > 2
Ghost Dev Comments: A long overdue QoL change to Ghost so that it feels better to ghost a Mythic unit.
Give Mythic units Curse
Scrapyard Dev Comments: Small QoL change mainly for Apep.
Removed from random pool
Poison Strike Dev Comments: Poison strike is a bit weak, and with this change, we’re adding another use for sacrifices.
2 sacrifices -> +4 seconds poison
Nerfed
Grenadier Dev Comments: We are getting close to a good spot for grenadier, but he still survives a bit too many fights, so a small hp nerf to get him right.
Health 60 -> 50
Hypnotize Dev Comments: Hypno has been THE spell of the game for a while now and needs a nerf, this should allow more units to survive hypnotizes.[/i]
Duration 5 -> 4 seconds
Pincer Of Dread Dev Comments: Similar to Hypnotize, pincer has been one of the main spells, killing and damaging just a little bit too much for its cost.
Damage 130->100
Brother Of The Burning Fist Dev Comments: Brother of the Burning fist has been a bit too strong, and this puts his armor in line with the armor of light.
Armor of Holy Fire Cooldown 12 > 14
Scrat Pack Dev Comments: Scrat pack has been performing too well for a long time, so a small value reduction while still letting it shine in most of its strong points.
Count 5 > 4
Scrat horde Dev Comments: Similar to Scrat pack, Scrat horde is too strong, so a similar nerf.
count 10 -> 8
Warrior Dev Comments: Small warrior nerf as she is still a bit too strong compared to other similar cards
AS 2 > 2.1
Stun Lancers Dev Comments: Stun lancers have been a mainstay in 2v2 for a long time, and have become more popular in 1v1 as well. Nerfing the stun duration hopefully makes them less strong defensively, while still being a good addition to a push.
Stun duration 5 > 4 sec
Musketeer Dev Comments: Musketeer has been performing extremely well, regardless of the decks he was played with, so a hp nerf to make him a bit more vulnerable to hits.
Health 230 > 200
Slither Summons Dev Comments: Slithering Summons has dominated the meta, and with this, nerf and some of the nerfs above it should be nerfed to a point where we are sure the meta changes away from it, and we can then look for the right spot.
After our announcement regarding the cease and desist of all our modes except for 1v1 and 2v2 in Minion Masters remastered, we heard your feedback and we've decided to do something about it!
We're super thrilled to announce that we're creating a new mode for Minion Masters Remastered. With this mode, we'll be collecting a lot of your feedback and you'll even help us name it! 🙂
Introducing Chaos Mode! (Name to be defined)
Chaos Mode (working title) is a new game in Minion Masters 2.0.
The mode will be centered around drafting but may expand over time to include different modes of play.
Event System
Every 2 weeks, a new event will start, which changes the pool of cards that will appear in the draft.
An example of such rules is the Faction Wars event: During this event, each Master will only have access to a unique selection of 3 factions.
Drafting Rules
Drafting works as usual, where you draft a master and 10 cards, with a few new changes added changes to the rules:
+33% chance of cards from faction(s) player has picked will appear. This helps you build up synergies in your deck more easily.
Redrafts: Redrafts is a new currency that lets players redraft a card. They let you redraft a card in your deck and can be used in-between matches. You will start with 1 Redraft token, and you gain 1 more each time you lose.
The card ban list is gone. With the addition of faction bias in card picking, the redraft feature as well card pools being limited by event rules, the card ban list is no longer needed.
Rewards
There are two types of rewards in Chaos Mode:
Win Rewards: You gain rewards based on how many wins you achieve. These rewards have been rebalanced to be more rewarding (including supreme, legendary cards, rubies, card slots, and Season Pass tiers!)
Event Rewards: These rewards can be claimed only once per event. They can be claimed the first time you win 3, 6, and 10 wins within each event.
The Future
Chaos Mode will function as a platform for experimenting with new content to come, for example:
More different draft pool events.
New game rules.
Constructed mode (pick from your collection instead of drafting), combined with altered game rules.
We are extremely excited about this event, and we'd love to hear your feedback so we can make this mode the best it can be.
Which draft pool themes would you like to see?
We need help finding a name for this mode. Please pitch your ideas on our Discord
Oh daaaaaamn, did you know that we’re turning 5 years old on the 2nd of December!!!
Patch 1.30 is finally upon us and we’re thrilled to introduce, 2 new cards, balance changes, and a bunch of bugs have been squished!
Malediction - Season 3
All remaining Adventures are now free
To celebrate our 5th anniversary of Minion Masters we’re introducing a new King Puff Birthday Skin. All players can get it for free through the free Battle Pass!
Free birthday gift in shop only today (ends tomorrow afternoon)
All DLC's on sale with Steam Autumn Sale
Don't miss BadAsAFish80's patch rundown for patch 1.30
Dragons Nest Dev comments: Dragon nest is not quite where we want it to be, so we are giving it a buff, and then we will see where it ends up and how much more we might have to do.
Mana: 5 > 4
Growthburst Shroom Dev comments: Almost all Growthburst shroom cards are underperforming, so a small general growth burst buff should get them a bit more in line.
25% > 30%
Scrat Tunnels & Nova scrat Dev comments Impatient has not worked out as we had liked, so we are removing it, except from Impatient Statue.
Removed impatient
Kurrrnath Dev comments: Kurrrnath is a bit too weak right now, making him a bit tankier will hopefully get him to last a bit longer and let him protect against spells.
Health 350 > 400
Rabid prowler Dev comments: Simplifying Rabid prowler, making it somewhat easier to pull off as well.
Call slitherbound removed
Sacrifice 2 > 1
Crystal Sentry
Health 275 > 300
Ardera
Burn 6% -> 4%
Void altar
Health 500 > 550
Bannerman Dev comments: Bannerman is a bit too weak, letting him shield more units should get him a bit more value.
Targets Shielded 5 > 7
King Puff Dev comments: The king birthday cooldown had a far bigger impact than we had expected, so we toned it down a bit.
Birthday cooldown 50 > 45
Propeller Scrat
Attack speed cooldown 0.9 -> 0.8s
Sugilite Shield Dev comments: Sugilite shield is being rebalanced to a 1 mana spell, It does not shield against masters. So hopefully this can become an interactive spell, but we will keep a close eye to see if it is too strong with these stats.
Removed Mana Freeze
Duration 5 > 4
Adjusted
Infray Dev comments: Infray has been a bit too strong for a while, specifically the 3x infray version. By reducing it to 2x we hope to tone down the power a bit without removing the multi-infray decks completely.
Copies 3 > 2
Gambler's Ball Dev comments: Gamblers ball is currently neither a gamble nor a used card. We want to go back to the gambling aspects of the card, knowing that it will not be popular in the more competitive parts of the player base, but hopefully creating fun moments for the more casual and wacky players among us.
Instead, Sacrifice (3): Cast this spell twice
Masters Dev comments: After seeing how the game went, and the feedback on the master attack change we decided to remove the true damage part, but keep them special. This means things like sugilite shield will still be penetrated, but shields and barrels will be useful against master attacks once more.
Removed True Damage
Mordar Dev comments: Mordar Has been a very difficult master to find a sweet spot for, with his very strong perks…. If you can pull them off. With the % health nerf we did previously he has only played with wreckinator and Lord fanriel, which is not a state, or a deck we like to see be a big thing. The main way he has been able to pull them off is by having multiple tombstones, making it extremely difficult to block both of them. By swapping perk 2 and 3 we hope to make it a bit more about the tombstone fight so that we can make it more consistent in the future after we see the impact of this change.
Swapped perk 2 and 3
Nerfed
Plasma Marines Dev Comments: Plasma Marines have dominated the low cost ranged unit meta together with crossbow dudes since the start of the game, with a small re-balance which nerfs them a bit and focuses more on their fast attack speed we hope to get more space for low cost ranged units, without making them all too strong.
Damage 15->10
Attack Speed cooldown 0.9 > 0.7
Grenadier Dev comments: Grenadier has been too strong for a while now, and combined with nerfing some swarm we hope to get him to a healthier spot in the meta.
Attack Speed cooldown 2 > 2.2
Skeletons Dev Comments: Skeletons…. Skeletons…. Skeletons….. They are everywhere, both in accursed decks and outside of them. But they are a bit too good at what they do, so by lowering their damage a bit we hope to make them a bit more of a damage sponge, and less of a direct threat, opening up for more interaction.
Damage 25 >20
Elite Swarmer Dev Comments: Elite Swarmer is too good at what it does, so a small nerf should get him to a healthier spot.
Health 250 > 225
S.T.INT Dev comments: S.T.INTs is a (too) good unit, but we see a lot of wasting tech on its ability, so we want to make it more of a decision if you want to spend the tech, or waste it all.
Ability cost (outlander tech) 50 >75 tech
Stonebjorn Dev comments: To solve the problem of Stonebjorn tanking against masters forever and to give a bit more counterplay we have removed Stonebjorns blocking from buildings (which includes the base). This should mostly affect masters, but will give a bit more damage to the turrets in the game.
Only reduces damage from Spells and Minions
Bug Fixes
Spawning four pebbles can cause two of them to overlap
Wrecked walker still requires tech if it costs 0 mana - Thank you Jackeaa
Sometimes tech was not generated when Morellia’s book of the dead is activated - Thank you Jackeaa
Dab emote was in low rez - Thanks BadAsAFish80
Fixed a tooltip issue with Kurrrnath - Thanks BadAsAFish80
Fixed an issue with being stuck in the loading screen for adventures with Caeleth
Patch 1.29 is swarming into the Arenas and with it, a ton of balance changes, two new cards, and a bunch of bugs have been squished!
Cards Added:
All masters attacks have now special and true damage:
There were a couple of interactions in the game we disliked and wanted to solve, most notable:
Sugilite shield protecting from master damage (we will look at a buff for sugilite shield in future patches)
Stonebjorn tanking some masters for extremely long
Confusion about Ravager being ranged
Incubus jumping into your face (we will look if incubus needs a buff in future patches)
Divine shield (chaining) in front of the masters
This change should solve all of these, and appropriate buffs to cards involved will be looked at once we see how big the impact is.
Balance Changes
Stormbringer Dev comments: To make up for the global damage being true damage we make stormbringers attack slower.
Attack cooldown 3.8s -> 4.0s
King puff Dev comments: King puff is extremely strong atm, we want to lower his strength potential, but give him more flexibility in return.
birthday cooldown -> 50 seconds
Added 7 mana cards to his threshold
Guardian Dev comments: Guardian has been a card that we had to balance several times and then became unbalanced again when new crystal cards came out. With this change, we hope to make guardian chaining more counterable and futureproof the card.
Protectection 100 -> 75%
Haunting Hugger Dev comments: Haunting hugger is a card currently only used to get some fast stacks for ascension and is basically useless outside of that. By giving him more damage, but lowering his attack speed we hope to give him more defense potency by killing units faster but without increasing his strength too much.
Attack cooldown 1.8s-> 2.5s
Damage 50 -> 100
Chisma boomstick Dev comments: There were some weird interactions of Chisma attacking a unit and then running straight into that unit in fear. We have changed this so that it runs away from whatever unit it was attacking instead of running away from the enemy's base. We also donated him a small buff within the explosion radius as he felt a bit too weak.
Runs away from the target
Explosion Radius 4->5
Call to Arms Dev comments: Call to arms has needed a rework for a long time, and with Sapphire Pebbles, it really became paramount to do it now. With this change, we hope to solve both the issue of buildings giving a lot of value before transforming and then still getting full value from transforming (i.e. an almost dead crossbow guild transforming into a warrior) and solving the problem of the limitations we have in buildings. With this change, we can create cheap buildings as long as they do not have a lot of health. The exception is wall, but considering wall is limited to one copy AND call to arms + wall is still not more valuable than two warriors are, it is an exception that should not be a problem
Cost 6->4
Now spawns different Empyrean units based on the remaining health (always spawns a warrior at base):
100 or less -> spear thrower
200 or less -> legionnaire
201 or more -> warrior
Gor’ Rakk Gate Dev comments: Gor’ Rakk Gate is not in a good place, and swarmers are easily the worst option in the gate, opening for tons of damage from spells, while also not being the best option to kill something, nor do face damage. With three elite swarmers, we hope to make it less risky, while giving an option to get a fair amount of tankiness with some damage on the field for a low price (outside of health).
These cards now cycle through their options rather than being random. The starting point is random, but after that, it is consistently the same cycle.
We want to remove the randomness to the point that it can decide a game’s outcome (win or lose). With this change, we hope to make them more consistent, while keeping the fun of the alternating gameplay that they offer.
Border Patrol Dev comments: Border Patrol has been bad and underplayed for a long time, and we hope that by making it cheaper more people will make use of the card.
Shield no longer costs 1 Mana freeze
Zeppelin Bomber Dev comments: We really wanna give this Zeppelin a small umpf because let’s be honest, it does really need a bit of love.
Added: Scrat Swarm: Gain Haste
Empowered SoulStealer Dev comments: Empowered Soulstealer has been rather weak, by giving him a stronger baseline he should feel better on the Arena.
Starting stacks 3->4
Demon Warrior and Avea Dev comments: Cards with a quest are really awkward to get from a random card like a blind date or walking blind date, as they can basically never complete their quest, so cards with a quest will generally be excluded from the random pool.
Removed from randompool
Avea Dev comments: Similar to Demon warrior it is generally a bad idea to triple Avea and to prevent confusion from people getting 3 to get the quest done faster, only to realize that is not how it works we limit Avea to 1 copy, which should have basically no gameplay effect.
CardCount 3->1
Stormy Dev comments: Stormy is a bit weak atm, and rarely gets its 2 hits off. By giving Stormy a bit more hp, it should be a bit more consistent.
Health 125->150
Coax the Diplomancer Dev comments: We have heard a lot of complaints about the Diplomancer, and when we looked at the stats we noticed that at high ranks coax was doing average to cards there, but in low and medium ranks coax was performing a lot better. By limiting the max value the Diplomancer can get with 1 minion (10 seconds) while also making sure he can get a minimum amount of value if played well we hope we solve the problem of the Diplomancer taking 1 big minion and hypnotised minion continuously destroying whatever is being flooded in while still keeping him as a viable card.
By reducing the health of the Diplomancer a bit as well we open him up a bit more for removal, making it a choice of fighting him with minions, or “overspending” on spells if you do not have the perfect cards.
Health 400 ->350
Hypnosis: while attacking -> 10s once per minion.
Bug fixes
Fixed an issue with Hellfire not being removed when t.a.a.s. dies - Thanks Anno
Fixed an issue with Akinlep and Morellia mistakenly removing cards from decks - Thanks The Mike 1979
Fixed a visual bug with Adera attacking friendly units - Thanks me
Fixed an issue with the Musketeer sprinting when hypnotize is used - Thanks Last_Elf
Fixed Nyrvir’s description to better indicate attack range when initiating an attack - Thanks me
Fixed an issue with Eeeek the sneak’s abilities in the patch match screen looking like Doomapocalypse’s abilities.
Fixed an issue with the Wrecked walker spending tech even with 0 mana - Thanks Jackeea
Fixed an issue wíth the Stonebjorn having excessively long spawn time.
Scrats…. Are… WHERE DID THEY GO? Oh no… does this mean the Scrat invasion is over?!
Masters, brace yourselves because the Scrat invasion is done and dusted but we have a new season screeching into Minion Masters and this time it’s going to be darker and scarier than ever!
We’re super stoked to introduce our newest expansion … Malediction!
Cards Added
With this new expansion be prepared to enjoy new cards, balance changes and the reintroduction of Wild Cards!
Wild Cards will be now re-introduced but under certain conditions:
Wild Cards will still remain unavailable in 1v1
Wild Cards will be reintroduced in 2v2
Introducing a “Copies Allowed” stat which will define the number of copies allowed for every card to 1, 2 or 3.
For more information about the reintroduction of Wild Cards, check out our blog post here
Balance Changes!
Spirits
Maximum Health Gain 300 > 400
Minimum Health Gain 0 > 50
Crossbow Guild
Production time 4.5 > 4
Swarmer Totem
Production time 6.5 > 5.7
Dev notes: The old production of buildings have not been performing well since their health/duration reduction, so a bit more value over time should help them become more relevant.
Priestess
Speed 3 > 2
Dev notes: We like how the priestess is no longer an infinite healing source that stays with the army at all times, but she leaves the army a bit too fast. Setting her speed to two should allow her to stay with the army unless there is a prolonged fight.
Fireball Dragon Ball Magma Storm Grasping Thorns T.A.A.S/H3LL-F1R3
Damage 170 > 180
Dev notes: Since the increase of spell cost, a lot of the minions that could barely survive a fireball-threshold became a bit too good at surviving spells. Hence, we moved the threshold to 180, making it a smaller buff mostly being relevant for these specific units (it also makes it easier to remember the numbers, as both daggerfall and these spells end with 80).
Smite
Damage 150 > 180
Dev notes: Smite could use a buff, so we moved it into the fireball thresholds.
Ardent Aegis
Delay 4 > 3.5
Healing 250 > 275
Dev notes: Ardent aegis needs a buff, so making it a bit more consistent and stronger should help.
Rampage
Cast Delay 2 > 1
Dev notes: Rampage is mostly outshined by Volco/Ragers rage, and most use cases are preemptive, so no real reason for this delay. We’re reducing it to allow for a bit more flexibility.
Daggerfall Stunlancers
Now have Call Slitherbound (1)
Dev notes: These cards could use a small buff, and it also buffs slither in general that has been a tad weak lately.
Bladestar
Damage 100 > 130
Dev notes: Bladestar is a tad hard to use, so more damage should make it more consistent.
Avea
Quest Threshold 5 > 4
Dev notes: As promised, an Avea buff.It's quite possible it's not enough yet, but we want to see if getting her to relevance earlier. We’ll be closely looking at how she performs in case she needs a bigger tune-up.
Healing Fireball
Cast Delay 2 > 1.5
Dev notes: Healing fireball missed its target a bit too often, making it a very binary spell. Letting it hit a bit more often should help with the balance of the spell.
Chain Lightning
Bounces 10 > 12
Dev notes: Chain lightning needs a buff. To differentiate it more from fireball it gets more bounces, letting it be better against spread out swarms and hit more important targets more often, while still being less good against higher hp units and really clumped up units.
Defenso Chopper
Health 500 > 450
Dev notes: Defenso chopper is a tad overpowered, it’s doing pretty well against the swarm. But it gets a lot of value against mid ranged thus making it a frustrating card to play against.
Wrecked Walker
Mana Cost 1 > 2
Health 100 -> 150
Outlander Tech: Spend 40 scrap to reduce cost by 1
Dev notes: As some feared, a 1 mana bridge grab turned out to be a bit too good. We are adding a small scrap cost to it, otherwise it’s become a 2 mana bridge grab/small tank. This allows for good usage in decks that have scraps leftover, while limiting the power in non-scrap decks.
Howling moon
Now does true damage
Azali
Mana Cost 8 > 9
Dev notes: Azali is a staple card in 2v2 far more than she should be. We don't want to kill her, but we do want to reduce a bit of her power. By increasing her cost, her army should be a bit smaller, and you should have more mana to kill her, without completely killing the dream of the Azali swarm commander.
Werewolf
Attack cooldown 0.9 -> 1.0 seconds
Dev note: Once bitten and lone wolf are a bit too strong, while howling moon and Wolf among sheep are too weak. Therefore, we are reverting a small buff to werewolves so that we can see where all the cards land. We’ll probably be planning a buff to both howling moon and WaS next patch once we have a better idea where they land with these stats.
All the below Cards will have the “No-Wild Card rule” thus only permitting using one of each of these cards in any deck:
Bats Bats Bats
Black Hole
Blood Imps
Brothers of Light
Brutish Betrayer
Clear Skies
Crossbow Guild
Demon Warrior
Dragon Nest - Removed Mythic
Fanriel
Gambler's ball
Groggy Woodsman
Jing Long
Lone Ranger
Lone Wolf
Mana Puff Madness
Mountainshaper
Netherstep
Nyrvir’s Breath
Once Bitten
Red Golem
Ritual Of Servitude
Rock Rivals
Scrap Yard
Scrat Tunnel
Shen Shock Stick
Styxi
Sugilite Shield
Thelec
Void Altar
Wall
Xiao Long
Zap Shrine
All the cards below are going to be restricted to one Wild Card allowing for a total of two of each card in the deck:
Arcane Ring
Ardera
Bridge Buddies
Combustion
Guardian
Jadespark Watchers
Leiliel
Unholy Ground
Wizard Puff
Bug Fixes
Fixed an issue with Vortex not getting a damage increase
Fixed an issue with minions trying to attack others across the gap, which made Veilstalker
behave incorrectly - Thank you Pom
Fixed an issue with the emergency reposition tunnel spell being used in places where
buildings are normally not allowed
Fixed an issue with the red golem at exactly 1500 health not acting as intended
Fixed an issue with Fanriel Stormcharge interacting incorrectly with the protection by Guardian - Thank you InCole
Fixed an issue with Hypnotized Shield Guard of Light dashing across the map - Thank you chimaerok
Fixed an issue with Boom Buggy not attacking properly - Thank you Matt
Fixed an issue in 2v2’s showing +2 marksmanship buff from teammate Stormbringer’s perk 2 on unit placement preview - Thank you Pom
Fixed an issue with Veilstalker Crystalline Dashing outside the arena - Thank you Matt
Fixed an issue with different Volco skins being a different sizes
Fixed an issue with the wrong Morellia using books - Thank you Pom
Fixed an issue with Veilstalker jumping on stealthed units
Fixed an issue with Veilstalker’s ability interacting incorrectly with root and stun
Removed scrat tunnels from the random pool
Fixed an issue with Miloween not getting extra sparks from certain spells
Fixed an issue with Lychanthropy leaving poison clouds. - Thank you Pom
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Thank you for your feedback and participation in the Wild Cards surveys we've conducted over the last few months. We believe, through your feedback, we've arrived at a final conclusion for Wild Cards.
It's clear to us that Wild Cards is a widely loved feature by the majority of our community and we are happy to announce the reintroduction of Wild Cards with Update 1.28.
There are, however, a few caveats.
Wild Card / No-Wild Card rule
First of all, we will only reactivate Wild Cards in the two Team Battle modes (2v2 Randoms and 2v2 Premades), retaining the No-Wild Cards rule in Battle Mode (1v1)
We're doing this because; while we're seeing overwhelming support for wildcards, there is also a large group that does not appreciate the feature. The majority of complaints regarding Wild Cards seem to be coming from the 1v1 segment and conversely, we're also seeing the majority of Wild Cards support coming from the 2v2 segment.
We, therefore, feel like this could be a "happy medium", in which all players might find a game mode/style that suits their liking.
Copies Allowed
Second, we're introducing a Wild Card stat, or "Copies Allowed" as it'll be known in the game.
This is being added to help us mitigate the "negative" side of Wild Cards allowing us to limit the worst and most frustrating combos. We understand that part of the fun with Wild Cards is to create explosive and exciting strategies and we're therefore not seeking to shut down any viable Wild Card strategy. We do, however, have a few combos and strategies that we wish to limit.
This stat also adds a design space that we haven't really had before as we can make certain cards without having to worry that they'd be exploitable via Wild Cards.
So we hope this stat can help us make Wild Cards a better experience for all, allowing the fun strategies while mitigating the "cheese" factor.
We are excited about the future and believe we've found the right solution going forward. However, we are also aware that all the recent changes we've been doing have been disruptive to the play experience and we want to thank you all for your patience with us, and for all your help. With this in mind, we plan to let this setup remain for a while. Naturally, we are still interested in, and appreciative of, all of your feedback. We will be monitoring the general community response to this new setup and we'll also do another survey round at some point when you've all had a chance to try it out, but we are not currently planning any changes for the near future.
With the Wild Cards decision still hanging in the unknown, we thought it was time to bring you an update. We've been analyzing the data from the last survey and have a few conclusions.
You can read more about those below here, but if you do not have time to read all of that we would like to ask you to please partake in this next Survey as well.
In this, we propose a few different ways to bring Wild Cards back that we hope can allow more players to have fun with the game, and we'd like your take on it.
This survey will run for three days as well (until 1 PM GMT, Friday, Aug. 27th)
As for our findings from the last survey, read on:
Keeping Wild Cards is the more popular choice
Wild Carding 2 different cards seem to be where it's at
2v2 Randoms is the preferred mode for Wild Cards
We generally see the support for Wild Cards fall with higher Ranks. Most clearly we see it in the 1v1 game mode.
Conclusion[/h3]
All of this leads us to believe that removing Wild Cards outright is not in the best interest of the game nor the majority of the players. However, we do believe that there's a big enough group that takes issue with the mechanic that it's still worth exploring some options. This is where the new survey comes into the picture.
Go to the survey to see our ideas, and while you are there; tell us what you think, why don't you? 😉
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.