--REBALANCE-- Commander Azali - Mana cost: 9 -> 7 - Health: 800 -> 650 - Damage: 150 -> 125 - Max number of shields: 10 Azali has seen little play outside of premade due to her high mana cost. With lower mana cost you should be able to support her better with swarm cards.
Glenn’s Brew - Full rework: Give a friendly Minion Frozen. Heal it for 200 over the duration. If it's a Stoutheart, it gains Revelry. Glenn’s Brew has been very frustrating to deal with due to the instant heal effect when used near the enemy Master tower. This rework should give the spell some new interesting utility while removing the frustrating aspects.
King Puff - Birthday Cooldown 43 -> 45 - New Gifts: - Gift of Spirits: Give a nearby friendly minion spirit. - Gift of Knights: Summon 2 Knight Puffs - Gift of Spells: Add a random one-use 2-mana spell to your hand. - Knight Puffs damage: 50 -> 40 King Puff is powerful but doesn’t see a lot of play. Adding more gifts to King Puff’s kit should make him more versatile and more fun to play.
Nyrvir the Fallen - Health: 2000 -> 1800 - Damage: 320 -> 240 - Attack rate: 8 -> 6 This change should make Nyrvir more consistent. She becomes a little harder to counter as her attack is quicker, but deals slightly less damage and has less health to compensate.
Rimargaal, Scourge of the Summit - Freezes minions played from the two closest hand slots instead of the entire hand. - Defrost count: 35 -> 25 This gives player a choice to not play a frozen Minion while defrosting Rimargaal, which should make the card more versatile overall.
--NERFS-- Dragon Nest - Duration: 30 -> 45 - Spawn rate: 5.8 -> 8.7 This change doesn’t alter the amount of dragons that gets spawned, but gives the player more time to play a spell in-between spawns to get the most out of the card. While also making it easier
Feng the Wanderer - Mana cost: 5 -> 6
Grenadier - Damage: 40 -> 30
Lash of Ah’Mun - Slitherbind: 2 -> 3 - Mana cost: 5 -> 6
--FIXES-- - Linked match time estimation to Elo rather than rank. - Idol of Sacrifice removed from random pool. - Fixed a couple of issues related to setting and saving resolution in the settings menu. - Fixed a bug where Zipp’s Zappinator would do more damage than intended. - Fixed a bug where Jahun would attack multiple times in quick succession. - Fixed a bug where the Squire Puff relic was spawning puffs in the same position regardless of which bridge was captured. - Fixed an animation issue where Zealots of the Burning Fist would continue attacking into the air. - Marked units that get stolen by Ghost will no longer continue being attacked through the marked debuff. - Fixed issues related to Coax the Diplomancer and the Veilstalker’s avatar’s icons. - Fixed an issue where an Arcane Ring on a unit stolen by Ghost would change rotation direction visually, but mechanically would continue rotating in the same direction. Leading to a mismatch between the mechanics and the visuals. - Arcane Golem now properly gets frozen by Rimargaal’s permafrost effect. - Fixed several issues related to the in-game bug reporting tool. - It was managing to timeout depending on various factors, including length of the session, speed of the internet connection, as well as whether other reports were submitted earlier in the same session. We did as much as possible to limit these effects, but it’s impossible to be certain that it will work perfectly for everyone. It should be a major improvement though. - Fixed an issue where Tranquil Shi-Hou would be unable to move after a combination of stuns and roots while healing. - Fixed model and animation issues with both Feng the Wanderer and Taloc the Vessel. - Fixed stuns getting cleared when a unit got unfrozen. - Thanks Memfisto - Fixed Black Hole leaving behind certain visual effects. - Fixed audio issues with selecting Valorian in the master selection menu. - Fixed cards occasionally rotating when being promoted. - Fixed Frostfeathers on a Flyby being able to resist the gravitational pull of a Black Hole. - Fixed a weird interaction between Frostfeathers and Arcane Ring that would cause the Arcane Ring’s spin animation to break. - Frostbearer’s Frozen Aura now correctly applies Slow. - Fixed an issue where Mar’dred’s attack animation would break. - Barrel Shields now correctly take 50% reduced damage while Frozen. - Fixed Frostbearer losing his aura when consumed by a Black Hole. - Thanks Jackeaa - Gor’Rakk Gate now has proper card buff tooltips for all options. - Fixed many various localization issues, especially with Chinese translations. - Made both Nyrvir and Rimargaal respect being frozen and stopping their attacks. - Fixed an issue where A’Zog would shadow dash twice. - Thanks Jackeaa - Fixed an issue where Frostbearer would freeze itself and friendly units after being stolen by a Ghost. - Made Coax stop attacking when frozen. - Fixed an issue where a player could enter a state where he would not be able to create lobbies. - Fixed the Rarity of the Poltergeist Morellia skin. - Applied the same restriction to repeatedly getting the same teammate in randoms as the restriction on repeatedly getting the same opponent which was already implemented in all modes. - Fixed AFK Bot toggle working correctly even in the first match of a session. - Framerate capped at 60 FPS - This is an effort to reduce the amount of drain on the GPU from the game for anyone with a higher frequency monitor. The game simply wasn’t built for optimization at these extremes, so the gain in graphics fidelity compared to the increased performance drain isn’t really worth it in our estimation. If there is sufficient demand to bring back higher frame rate play, we may look into it in the future but it requires a not insignificant amount of work so for now we’ll try simply capping it. - It is still possible to enable V-Sync and lock the game's framerate to whatever the framerate of your monitor is, which can be higher than 60. - Elo equivalence table rebalanced. - After additional review of the Elo equilibrium, we have decided to adjust the equivalence table again. Specifically the Elo equivalence change is 100 down across all ranks making it easier for everyone to get to higher ranks.
A bot will take over playing for any player who lost too much mana by being idle while at max mana. When you are back you can click to take back control. This feature can be disabled by a toggle in the general settings menu.
Disconnect Bot introduced
A bot will take over playing for any player who disconnects from a game for any reason, they will take back control as soon as they reconnect.
New player’s starting elo down from 1000 to 300
This should improve the experience for new players by not having them face off against more experienced players until later.
BALANCE CHANGES
Ravager
Brutus health: 1000 > 900
Terror Brutus HP 2500 > 2300
Ravager has been performing rather well, and a lot of that is on the brutus pushes. We do not want to kill the decks that only work with ravager, so giving him a bit less meatshield should help without killing it.
Melee Scrat
Attack Speed: 1 > 1.1
Skeleton
Attack Speed: 2 > 2.2
Swarm has been dealing a LOT of damage lately, and lowering the damage per unit a bit should keep the swarm feeling while allowing a bit more team to deal with the hordes.
Defenso Chopper
Attack Damage 50 > 35
Defenso chopper should deal most of its damage through its ability, this should help with that.
Mountainshaper
Mana cost 7 > 8
Mountainshaper is still performing far too good in 2v2, this should reduce the value you get from it a bit.
Arcane ring
Master damage 30 > 15
Arcane ring ideally is a way to trade better and protect slow moving units from ranged, not a face damage spell you throw on a rammer. This should incentivize different uses than that.
Brothers of Light, Caeleth Dawnhammer, Brother of the Burning Fist
Attack Damage 150 > 130
The brothers are performing a bit too well, reducing the damage should affect some trades lowering their overall performance.
Zeppelin Bomber
Health 80 > 70
Zeppelin Bombers have been absolutely wrecking faces, and this should make them a bit more counterable while still having that dream of them carpetbombing the the enemies face.
Ritual of Servitude
Ritual has to be the cheapest card in your deck
Ritual of servitude with a 6 mana deck turned out to be far too flexible and hard to counter and was one of the best performing cards in the game. By increasing the minimum mana for getting 8/9 mana cards the decks should be a bit more unwieldy.
Feng
Stoutheart Synergy: Thick Hide > Slow on attack
Scrats Synergy: Scrats 2 > 3
Slither Synergy: Poison 3 > 3.5
Feng has been performing extremely well, and a big part of that has been the thick hide buff. Removing that buff gives feng a clearer weakness (swarm) while making his 1 on 1 fights a bit stronger. We also buffed 2 buffs that were just not doing much.
Morellia
Book Skeletons 3 > 4
Upgraded Book Skeletons 6 > 8
Morellia is not performing very well, and with the skeleton nerf she really deserves a buff to her skeletons.
Rimargaal, Scourge of the Summit
Attack Damage 420 > 460
Slowly finding the right spot for rimargaal’s damage.
Rampant Growth
Shrooms give Giant Growth to Zen-chi minions
Healing 50 > 75
No longer gives double healing
Rampant Growth has been mostly unseen, and this will make it a bit easier to use and understand.
Disruptor Puff
Stuns for 2 sec on target bridge when teleporting to a bridge
Disruptor puff was sad about finding enemies on the other bridge, but now that will be a shocking experience for them!
Werewolf
Health 400 > 450
None of the werewolf cards are doing very well, so making the werewolf a bit chunkier should let them go ham a bit more.
Poison Strike
Sacrifice +4 sec poison > Double poison duration
Making the poison strike sacrifice more worth it so it might actually be used.
Woodsman
Dam 90 > 100
Giving the woodsman variants the 100 damage threshold should allow them to deal with mid-tier units like spearthrowers more without affecting most other fights too much.
Chief Ice Breaker Bolf
First attack on a minion Freezes (no longer freezes on every 3rd attack)
Removed Revelry
Dam 90 > 100
Bolf has been underused and underperforming horribly, with this he should become a very good 1 on 1 fighter.
Scrap Yard
Health 400 > 300
Scrap yard is a bit too hard to counter effectively, with lower hp spells are a better option.
Zipp's Zappinator
Cardcount 3 > 2
Triple zaptank had a way higher win rate than single or double zaptank, so we removed that option.
FIXES
Fixed the AFK Bot taking over control at incorrect times. Re-enabled the AFK Bot feature.
Fixed several issues related to changing resolution and framerate settings in the settings menu. Framerate is now controllable again.
Fixed an issue where Priestess could stop moving while healing. - Thanks raDies_chen
Fixed an issue where Morellia could get stuck in the open book animation, which would prevent her from attacking.
Fixed a UI related issue related to reconnecting with Zipp’s Zap Tank.
Fixed a visual glitch in the interaction between Feng the Wanderer and Spawn of Fury.
Removed Combustion from the High Five adventure bucket. - Thanks me
Fixed Rampant Growth stealing enemy shrooms.
Fixed a rare issue where Scrat Tunnels would not show up when played.
Fixed season 18 and season 19 cards not having the correct season specific search tags.
Masters! We partnered with Makeship to create this very cute limited edition Mana Puff Plushie. The Plushie will be purchasable from August 11th here: https://www.makeship.com/products/mana-puff-plush
Players who waste 3 mana in a row by being idle while at 10 mana will have a bot take over playing for them until they return. This is set to 10 mana wasted during mana frenzy. In a future patch we intend to implement similar functionality for players who disconnect or leave.
Extended total permitted load time, in an effort to further reduce the chance of timeouts happening when loading into matches
BUFF
Volco
While only one unit is affected by Burn the Bridge, damage increases by 100%
A.I.M. Bot
Tech cost for both activated abilities: 40 > 30
The secondary activated ability now summons two Gn4ts with marksmanship instead of giving haste.
Bazooka Scrat
Damage: 225 > 250
Chief Ice Breaker Bolf
Attack Speed: 2.2 > 2.0
Damage: 100 > 90
Every third attack will Freeze the target.
Making the most boring legendary in the game be less boring.
Grasping Thorns
Damage: 200 > 220
Duration: 8 > 10
Mar’Dred, Prince of Nightmares
Attack Speed: 2.0 > 1.8
Priestess
Will now stop to attack whenever there are no healable friendly units within her range.
Rimargaal, Scourge of the Summit
Rimefyre is now True Damage.
It really should have always been True Damage, in hindsight this is such an obvious thing.
Sewer Scrat
Poison duration: 2.0 > 2.5
Shroom Puff
Reduced spawn area for Growthburst Shrooms, making it less likely that Shrooms spawn in a location that units can’t reach.
Spiritmancer
Mana Cost: 5 > 4
Sun Burn
Damage: 100 > 130
Wardancers
Health: 120 > 130
NERF
Morellia
Book of the Dead: mana cost 0 > 1
Skeletons Page: mana cost 1 > 0
Drain Life Page: mana cost 1 > 0
Forbidden Knowledge Page: mana cost 1 > 0
The main impetus for this is that spirits were somewhat overused. However it also enables us to make it so that whenever you can afford to play the book you can immediately play a page. Prior to this change it was possible to have to wait to regain mana with the book open, thereby preventing Morellia from attacking.
Ratbo
More Dakka now only considers own minions for its scaling damage.
Blood Pact
Damage transfer: 75% > 85%
Dragon Nest
Spawn interval: 5 sec > 5.8 sec
This removes a spawn from a full duration undamaged Dragon Nest. It also makes it so that Call to Arms no longer adds a spawn with its healing on an undamaged Dragon Nest. Making that combo slightly weaker.
Gor’Rakk Brutes
Starts on the side with a Rammer and Illusory Cleaver instead.
This way you pay the cost before you get the benefit. It also is a straight nerf to the card in decks that only try to set up a single push and therefore only really care to play the card once.
Mountainshaper
Time required to gain 1 charge: 5 sec > 7 sec
We nerfed the card in the same way last patch, but it clearly wasn’t anywhere near enough.
Rimargaal’s Breath
Rimefyre is now True Damage.
Damage: 200 > 180
Sapphire Pebbles
Range: 12 > 10
Scrapyard
Units with tech abilities no longer spawn with those abilities activated.
Shield-Captain Avea
Damage: 90 > 70
Health: 500 > 450
Zealots of the Burning Fist
Damage 90 > 70
FIXES
Fixed an issue where Xbox would occasionally fail to save any data, including settings and adventure progress.
Fixed Scrapyard spawning units with their tech abilities activated without consuming the appropriate tech. Scrapyard will now no longer spawn units with tech abilities activated.
Fixed an issue with spectator puffs behaving weirdly in the streamer arena when both sides of a match have streamers.
Fixed Burn the Bridges play animation.
Fixed a stun related issue causing Zipp’s Zappinator to reset the powerup stacks.
Fixed an issue where illusory units would revive from Tombstone as the normal version. Illusions no longer respawn with the Tombstone.
Fixed the issue where Brutus and Terror Brutus would become untargetable after having been the target of a Wizard Puff’s on death effect
Tweaked bridge control indicator lights on Sunken Temple to more accurately reflect the actual control area.
Reduced number of particles and lights in Magma Court to make performance better at higher graphics settings.
Adjusted the way colors are affected by post-processing for Tranquil Estate.
Added production speed to the description for Dragon Nest.
Fixed Damage calculation for Caged Prowler such that it will now spawn when it’s supposed to.
Fixed a broken interaction between Sugilite Shield and Jing Long and Xiao Long’s phase shift ability.
New card art implemented for Ravenous Swarmers, Rock Rivals, Tantrum Throwers
New Adventure, coop and solo
Old adventures updated to be playable coop and solo
Rebalance
Marked
Bonus damage 25 > 35%
No longer affect targeting
Marked was almost exclusively used with bazooka scrat, and that was not the intended main use case. To solve this we are removing that specific interaction while giving marked a bit more damage.
Clear Skies
Half healing on Masters
Removes Rage and Shield ONLY from opponents
Removes Poison and Curse from friendly minions
Clear skies is mostly a game delay card, with the only goal of decks playing it being to get to the late game and get mana frenzy. By reducing the healing, but giving it better utility we hope to bring it to a healthier state.
Ritual Of Servitude
Summon a random minion card that costs 7 mana
If this is the cheapest card in your deck, instead summon one that costs 8-9 mana Ritual of Servitude is used in very unvaried decks. With this change we hope to give the card more flexibility in its decks, allowing it to be used in a healthier variety of decks.
Dragon Nest
Summon a flightless dragon every 5 secs. If you cast a spell, the next time it spawns an extra flightless dragon
Dragon nest is a card that is always either completely useless or completely controlling the top ranks, so we want to try this change to solve that problem.
Arcane Golem
Dam 30 > 35
Gains 5 > 3 damage per spell cast
Milloween always seems to be a problem at top ranks, especially her perk 3, so rebalancing her a bit to make the golem weaker at high ranks should give us a bit more time to work on a rework for her.
Zealots of the Burning Fist
Rage + Haste > Berserker's Rage
This should give the zealots a bit more weakness to swarms without touching their dps much.
Ravager
BRUTUS and TERROR BRUTUS no longer heals on attacks
BRUTUS health 800 > 1000
TERROR BRUTUS health 2000 > 2500
Brutus' healing was a very inconsistent power, allowing some masters to just destroy him while other masters could not deal damage to him. With this change it is a bit more consistent, and removes a rather unexplained ability from the game.
BUFFS
Berserker's Rage
No longer self-harms
Piloted (1)
ScratTank
CannonRoller
DefensoChopper
ZeppelinBomber
MissileTank
Wreckinator
Zap Tank
Piloted spawns 1 Scrat after the Scrat vehicle died. This is mostly intended as a lore/flavor thing, but should be a small buff to these units in most cases.
Werewolf
AS 1 > 0.9
Empowered Soul Stealer
Gain 2 > 3 souls for each sacrifice
Rockin' Roller
Dam 200 > 300
Frostbearer
Mana 5 > 4
Black Hole
Duration 2 > 3
Wrecked Walker
Tech cost 40 > 30
Sun Burn
Dam 80 > 100
Combustion
Dam 200 > 300
Dormant Defenders
No longer goes dormant
Mana 7 > 8
Bazooka scrat
Hp 65 -> 100
Half master damage
NERFS
Swarmers
HP 35 > 30
Swarmers and Swarmer totem are both used a lot. With this we are hitting both, and we will look at the other cards that have swarmers after we have a clearer picture of how much this change impacts them.
Healing Fireball
Healing 400 > 350
Healing Fireball is used a bit too much, and too high a winrate, so a small nerf to get both to fit the card better.
Tech generation
No longer works for Ability cards
Ability cards generating Tech meant you could get “free” tech by drawing cards you did not have to spend mana on to cycle afterwards, as they would go away when their unit died. This takes away that bonus scrap.
Sapphire Pebbles
reduce lifetime 15 > 12
Pebbles are used a lot, and often to keep bridge control for long periods of time. With this their uses should be more focussed on when the fight happens, and not too long afterwards.
Mountainshaper
charge buildup time 4 > 5
Mountainshaper is dominating 2v2, and its drawback of needing time to power up is barely being felt. Hopefully there will be more openings for pushes now.
Jolo
Copies 3 > 1
Jolo’s winrate skyrockets when he is wildcarded, this should stop that.
Apep Perk 2: Shield Totem
Redirect all damage to Shield Totem
lifetime 7->15
Health 250 > 400
Apep’s perk 2 is a too effective tool, blocking damage of entire pushes, and with very few ways to counter it. This version, while being a bit less special, should still have unique ways of defending you, as it can defend against spells and splash damage better than a wall can, but gives decks with big pushes a bit more of a chance against Apep.
Cannon roller
AS 1.8 > 2
Cannon roller’s winrate has gone up over time, with its extremely effective handling of mid and high tier units, with very few weaknesses when it's defending. This should allow a bit more units to catch up with it and take it down if it is alone.
FIXES
Fixed an issue with revelry animation missing on several revelry cards
Fixed an issue with clipping on Slitherbound
Fixed an issue with a missing description on Avea's completed quest buff icon
Fixed an issue causing absurd amounts of mana freeze in adventures - Thanks me
Fixed an issue where Illusory explosion damage would trigger voidborne wound for all players in the match - Thanks fishy
Fixed adventure buckets containing cards that did not fit within the bucket theme - Thanks Jackeaa
Bladestar got nerfed a bit too hard, so now we are slowly trying to find the right spot for it.
Rimargaal
Damage 400 > 420
Magma Storm
Magma Rocks 11 > 12
Impetus Blast
Cast delay 1 > 0.5
We really like how some players have used Impetus blast, but by reducing the cast delay we hope to make it a bit easier to use.
Stun Blast
Cast delay 1 > 0.5
Rockin roller
Cast delay 1 > 0.5
Similar to Impetus Blast, no reason for these spells to have a full second delay, lets make it a bit faster and easier to use.
FrozenWoodsman
AS 2.5 > 2.2
NERFS
Kurrrnath
Ability range global -> 14
Kurrrnath had been a bit of a menace in the arena this patch, by giving him a range we want to limit his effectiveness a bit while still leaving his ability as impactful.
Skeleton Horde
Copies 3 > 2
Skeleton Horde is one of those cards that needs somewhat specific counters because of the fairly high hp swarm it spawns. Stats shows that 3x skeleton horde was MASSIVELY outperforming 1 or 2x skeleton horde, so we are limiting that.
Zealots of the Burning Fist
Damage 100 > 90
Zealots are a bit too strong, so limiting their damage output a bit.
ScrapYard
Tech per mana 10 > 13
Scrapyard turned out to be one of the best performing cards in the game this patch, so increasing the tech cost a bit to make it a bit less value-generating.
REBALANCE
Shield-Captain Avea
Dam 100 > 90
Health 450 > 500
For now we want Avea to be in sync with damage with the Zealots, but she needs a bit of a buff if she gets less damage, and more hp fits her ability very well.
Call To Arms
Rework:
Target a friendly building: heal it for 15% of max health and summon 1 Warrior and 2 Crossbow Dudes by it
Call to arms has been a card we have been looking for a good design for a very long time, so we want to try this version out, and see if it solves the infinite-value-dream problem of previous designs.
Sun Burn
Doesnt damage friendly minions
Mana 3 > 4
Combustion
Rework:
Targets 1 minion. After 2.5 secs, deal 200 true damage to self and all enemies in range
Tower Damage 50% > 10%
FIXES
Fixed various animation issues, mostly related to frozen.
Fixed various localization issues
Fixed an issue with Azog’s interaction with Morellia’s book causing a spell to be missing from the book. - Thanks Merlin pfp
Fixed an issue with Decoy Trap losing taunt after being stunned. - Thanks DeathShoottOneyOoney
Fixed a rare issue where Sapphire Pebble would fail to spawn all the Pebbles that was being played. - Thanks sinwa/HEALTHY
Fixed Jade Flingers not being affected by damage buffs. - Thanks Jackeaa
Fixed some emotes being low resolution.
Fixed Poison Strike failing to sacrifice slitherbound - Thanks Jackeaa
Fixed an issue with Morellia’s book and ability cards making cards unplayable. - Thanks BadAsAFish80
Fixed an issue where the UI for wild cards wouldn’t mention the possibility that the card would be restricted from being wildcardable. - Thanks youresuchanerd
Fixed an issue with Prowler losing its ability to jump after being hypnotized.
Fixed minions with ability cards spawning frozen if played during permafrost. - Thanks Orestella
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