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New Expansion - Minion Masters Invasion

Minion Masters!


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….

[h2]Minion Masters Invasion![/h2]

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





[h2]Balance Changes[/h2]

[h3]Buffs[/h3]

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.
  • Damage 50 -> 40
  • Attack cooldown 2.0 -> 1.4 seconds attack delay 1.0 -> 0.7seconds
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

[h3]Nerfed[/h3]

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.
  • 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.
  • Removed Call Slitherbound

New Mode update

Minion Masters!


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! 🙂

[h2]Introducing Chaos Mode! (Name to be defined)[/h2]
  • 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.

[h3]Event System[/h3]
  • 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.

[h3]Drafting Rules[/h3]

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.

[h3]Rewards[/h3]

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.

[h3]The Future[/h3]
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

Version 1.30

Minion Masters!


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!

[h2]Malediction - Season 3[/h2]
  • 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

[h3]Click here for video[/h3] Introducing 2 new cards



[h2]Balance Changes[/h2]

[h3]Buffs[/h3]

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
[h3]Adjusted[/h3] 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
[h3]Nerfed[/h3] 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
[h3]Bug Fixes[/h3]
  • 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

Release notes for 1.29

Minion Masters!


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:



[h3]All masters attacks have now special and true damage:[/h3]

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.

[h3]Balance Changes[/h3] 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).
  • 7 swarmers -> 3 elite swarmers
Raging Reinforcements, Ahmun's Chosen & Gor'Rakk Gate

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.

Minion Masters - Remastered update

Masters!

We're thrilled to announce how the team has been progressing with Minion Masters - Remastered! Check out all the details in this blog.

We also have a shiny new trailer to share with you and we hope you enjoy it!

[previewyoutube][/previewyoutube]