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Minion Masters News

Update 1.33 Released!

1.33

The update features both new cards, bug fixes and balance changes.

As an experiment both the new cards are available in the free track of the battle pass!

New cards:

For a full list of the balance changes and bug fixes check out the blog!
https://blog.betadwarf.com/

Version 1.32

Minion Masters!


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

[h3]Introducing 2 new cards[/h3]

A'zog, Voidfiend of Shars'Rakk

Impetus Blast

[h2]Balance Changes[/h2]

[h3]Buffs[/h3]

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

[h2]Bug Fixes[/h2]
  • 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

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