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Accursed Ascension Rework & Wild Cards Response

Minion Masters!

A quick note before we begin; there was a minor error on the Charging Into Darkness Update Site where it listed the available masters for the new Adventure as 6. This was incorrect, and has been altered to the correct amount of 3. We apologize for the miscommunication.

Accursed Ascension Rework




This week, we've got news of a rework to the Accursed Ascension mechanic coming in Version 1.13. A frequent issue we found with the mechanic was that, particularly as a new player, the condition you needed to fulfill wasn't always intuitive, and at times could feel somewhat clumsy.

The requirement of obtaining Spectral Essence was especially confusing in this perspective - It wasn't clear what Spectral Essence actually was at first glance and where it could be found, and could also cause confusion when a player obtained it without knowing what the mechanic was. This was doubly so for cards that had Spectral Essence but not Accursed Ascension - You'd receive a ghost particle from your Skeleton card that would go to your Master tower, but you had no idea what that actually meant, or if it even did anything.

As such, we're changing Accursed Ascension to be the following;

  • Spend 60 Mana on Accursed faction cards to gain Accursed Ascension.


Our hope with this change is to make the mechanic easier to understand at a glance, and also encourage greater freedom when creating Accursed Ascension decks. Previously when building a deck centered on Accursed Ascension, you would simply look for the most efficient Spectral Essence cards to include, which had the potential issue of some Accursed cards being completely disregarded in those decks. While it'll clearly be the most ideal option to load your Ascension deck with a ton of Accursed cards, we're fairly confident that this isn't much of a difference compared to how you would build such a deck before.

Wild Cards Feedback

Over the last few weeks during our Wild Cards test, we've been collecting a ton of feedback from community, leaderboards and in-game sources to gauge the effectiveness of the rework. Overall we've received positive reception to the changes compared to before the tests began, but we've also identified that there are various areas that require improvement going forward, and certain elements that were not impacted enough by the change.

For now, we're going to keep the Rework in the game while we investigate what directions we want to pursue for the future. In the meantime, we're going to continue to try and address the currently problematic Wild Cards in future balance patches. We want to thank everyone that helped us out by participating in the tests and answering our in-game surveys.

Dwarf Stream Incoming!


We've got a developer stream coming up for the release of Charging Into Darkness! We'll be doing a full showcase of the card Resonating Blast Crystal, as well as a full preview of all of the new contents arriving with the update. Join Community Manager That Sprite on the official BetaDwarf Developer Stream on the 25th of May, at 1900 UTC+2!

Cheers from BetaDwarf!

Stormcharging & PTR Signups

Minion Masters!

Charging into Darkness - Lord Fanriel the Stormcharger

Last week, we launched our new Expansion Site for Charging into Darkness. The story of this new expansion follows High-Mage Leiliel searching for her old friend, Lord Fanriel. Fanriel himself is a bulky but slow-attacking leader who charges into the fray via his Stormcharge ability, and we're opting to showcase his signature ability:

https://gfycat.com/annualgenuinelamprey

Please note that the animations are not finalised yet, so things may look slightly different when the card is actually released. Tomorrow is the reveal of Dormant Defenders, so look forward to that!

We're looking for PTR signups!

We're opening our doors for PTR testers again to help us test upcoming content and balance changes!

As a PTR tester, you will test new content on the PTR and provide feedback for the Minion Masters design team through questionnaires and discuss feedback with the team directly in the Discord channel. Responses from the PTR testing group is an extremely important part of creating new content for the game.

To join, you must be able to write in English, be open-minded, and have time to test and discuss new cards, masters and other content with us. It is a requirement that you are open to testing new cards/masters through rigorous playtesting. You must also have a Steam account and be able to play the game on PC (you will have the full collection of cards at your disposal).

To sign up, answer this questionnaire here and we'll contact you via your Discord account if you're accepted:

https://docs.google.com/forms/d/e/1FAIpQLSdy4N1jO2PXJTy3R8UHqS6Aa0meFVyI2wD8CWrt1OhPPUyRuw/viewform?usp=pp_url

Make sure your voice is heard on the Wild Cards Rework!

We just finished up the Week #1 Survey on the Wild Cards Rework Test. Did you respond to it while it was in the news? Next Monday we'll start the second survey and we want to make sure everyone from the community has their say as the meta develops. If you still want to submit a response to the week 1 survey, you can find it right here.

Cheers from BetaDwarf!

Version 1.12

Minion Masters!



Wild Cards Rework

For the duration of Version 1.12, we’re testing a Wild Cards rework that attempts to put the power level of the mechanic in line with decks that do not use the feature. We have a full, in-detail write up of what we felt needed improving, and the reasoning behind the solution we chose, here.

Here’s the change we’re going with:
  • Wild Cards are now added as the 11th and 12th cards in your deck.
  • You must have 10 unique cards in your deck to start a match.

We’ll regularly be doing surveys throughout this patch, featured in the in-game news. Make sure your opinion is heard and express your honest opinions as the meta around this rework develops!

Balance
Note: Attack Speed is now being referred to as “Attack Cooldown”. Attack Speed usually has a connotation that would indicate - the higher a unit’s Attack Speed is, the faster an attack is. However, in our game it is the opposite. As such, we have decided to rename it to Attack Cooldown to better reflect what is actually going on.

Ardent Aegis
  • Duration 5 > 4
  • Developer Comments
  • Ardent Aegis was proving a little too difficult to use due to the lengthy timer.

Caber Tosser
  • Caber Attack Range 4 > 6
  • Caber Width 3 > 4
  • Developer Comments
  • Caber Tosser often ended up missing large parts of a horde of minions you attempted to counter with him due to the narrow size of his Caber, making him feel frustrating to play in those circumstances.

Disruptor Puff
  • First Teleport Cooldown 2 > 5 seconds
  • Teleport Cooldown 6 > 5 seconds
  • Developer Comments
  • ”Teleport Cooldown” refers to how long it takes for the Disruptor Puff’s teleport to occur. We felt the shorter initial teleport wait was too strong for its job, being able to quickly take both bridges before your opponent could respond, but subsequent teleport times left it a little too vulnerable to pose much of a threat.

Dragon Ball
  • Activation Mana Cost 6+ > 5+
  • Developer Comments
  • Dragon Ball has been seeing very little use due to the high requirement of mana expenditure in order to get value from the card. We feel this buff will make it much easier to fit into decks, but not as powerful as it was during its dominant era.

High-Inquisitor Ardera
  • Damage 25 > 27

Jade Flingers
  • Damage 16 > 20
  • Attack Cooldown 1.8 > 2

Jahun, Keeper of Jadespark
  • Sunder Mana Cost 1 > 0
  • Now has Mythic
  • Developer Comments
  • Jahun was underperforming at higher levels, yet we felt the unit itself was for the most part at a decent power level. As such we’ve opted to improve his utility via Sunder, as well as letting him live with a small portion of health when targeted with a card such as Lightning Bolt.

Living Statue
  • No longer has Call Slitherbound
  • Developer Comments
  • Living Statue was proving to be a strong card in Call Slitherbound decks, able to help generate an exceptional amount of value with the extra Slitherbound that we felt was ultimately unnecessary.

Morgrul the Swarmer King
  • Mana Cost 4 >5
  • Swarmer Count 2 > 3
  • Developer Comments
  • The Swarmer Count will affect both his on-play and on-death roars. Morgrul has been a very powerful Legendary card ever since his changes in Update 60. While we recently touched the card to align his stats better with Elite Swarmer, he still performs exceptionally well in all ranks, across all modes, providing a ton of value for the 4 Mana Cost slot that often enables a free trade with lower cost cards while putting a decent threat on the board.

    We felt that efficiency was too much for the 4 Mana Slot, and at the same time we saw an opportunity to reinforce the characteristic of being the Swarmer King. He should still be sufficiently useful at the 5 Mana slot, and the extra swarmers should help to keep him as a relevant threat with the strong DPS if left unanswered.

Snake Druid
  • Speed 2 > 3
  • Developer Comments
  • Snake Druid often seemed to have stayed on your side of the field far too long for your opponent to effectively deal with him due to his low speed. By giving him a speed increase in this way, we want to maintain his current strengths but allow your opponent to simply wait him out, or push other lanes, more effectively.

Soul Stealer
  • Speed 5 > 6
  • Developer Comments
  • Soul Stealer was able to hide behind defensive walls such as Living Statue a little too effectively, often making him difficult to answer with direct Minion combat.

Stormy
  • Attack Delay 1.5 > 2.0
  • Attack Cooldown 3.5 > 4.0
  • Developer Comments
  • Stormy was proving to still be too large of a threat in the context of 2v2 gameplay, being able to get out attacks a bit too quickly we felt. By increasing his overall Attack Cooldown, we hope that it’ll become easier to put damage onto it before it can attack again.

Sun Burn
  • Radius 3 > 4

Ting Teng & Tung
  • Damage 99 > 90
  • [FIX]Projectiles cannot bounce off of dead minions
  • Developer Comments
  • Projectiles bouncing off of minions that were already dead was somewhat of an unintended behaviour, so half of this change can be classified as a bug fix, but we're listing it here as it's a significant change to the balance of the card.

Troubadour
  • Health 1700 > 1800

Zealots of the Burning Fist
  • Mana Cost 7 > 6
  • Developer Comments
  • Despite being able to output some serious damage in the right circumstances, the mana cost for Zealots of the Burning Fist was too high to justify playing it in most scenarios. Hopefully a simple mana reduction can help out the card a lot.

Zeppelin Bomber
  • Attack Delay 2.0 > 3.0
  • Attack Cooldown 3.5 > 4.0


Misc
  • Expeditions have been retired for the time being. A new Weekly Quest to earn tokens by playing Premade 2v2 has been added to compensate.
  • Attack Speed has been renamed to Attack Cooldown.
  • Stormbringer has received new animations.
  • Guardian, Dragon Ball and Shen’s Storm Staff have been removed from the Random Card pool.
  • Minor improvements to the new way buffs are applied to the Healthbar.
  • Defensive Spells are now categorised as such in the card view.


Bugs
  • Fixed Leiliel not reflecting AtG Drone x8’s attacks - Thanks Lazur!
  • Fixed Leiliel receiving only half the expected health from Spirit buffs, and blocking healing - Thanks saytin!
  • Fixed being able to permanently steal minions with two copies of Hypnotize - Thanks Broken!
  • Fixed the Barrel Shield buff’s health not consistently being 60 - Thanks to everyone that reported this!
  • Updated the Bridge Buddies tooltip - Thanks EricIsFreaker!
  • Fixed Mountainshaper Volco saying he can attack Air units - Thanks BadAsAFish80!
  • Fixed issues with Ting Teng & Tung’s weight - Thanks KestreL!
  • Fixed Stealthed units being targetable upon spawning - Thanks Jimi D Night!
  • Fixed Keywords not being searchable - Thanks everyone!
  • Fixed Blaze Volco’s skin using the default by mistake.
  • Fixed Gor’Rakk Gate tooltips being broken (Was fixed via a stealth patch)
  • Fixed Sewer Scrat preview still being a normal Sewer Scrat.
  • Fixed Agate Milloween not appearing in the Master selection.
  • Fixed Brother of the Burning Fist appearing in the Sixes bucket for Adventures.
  • Fixed a rare occurrence where Legendary Find would not reduce the mana cost of a card by 1 in Adventures.
  • Fixed King Puff signs being mistakenly set to the bottom of the bridge when reconnecting.
  • Fixed the global chat covering the News board when opening the game.


Cheers from BetaDwarf!

Balance Changes in Version 1.12

Minion Masters!

[h2]New Expansion Reveal coming on the 1st of May - Don't Miss it![/h2]

[h2]Upcoming Balance Changes[/h2]


While we have the upcoming Wild Cards Test, we've still got a host of balance changes we'll be releasing alongside it. Here's just a few of the changes coming soon:

  • Ting, Teng & Tung
  • Damage 100 -> 90
  • Projectiles cannot bounce off of dead minions
  • Developer Comments
  • Projectiles bouncing off of minions that were already dead was somewhat of an unintended behaviour, so half of this change can be classified as a bug fix, but we're listing it here as it's a significant change to the balance of the card.
  • Snake Druid
  • Speed 2 -> 3
  • Developer Comments
  • Snake Druid often seemed to have stayed on your side of the field far too long for your opponent to effectively deal with him due to his low speed. By giving him a speed increase in this way, we want to maintain his current strengths but allow your opponent to simply wait him out, or push other lanes, more effectively.
  • Zealots of the Burning Fist
  • Mana Cost 7 -> 6
  • Developer Comments
  • Despite being able to output some serious damage in the right circumstances, the mana cost for Zealots of the Burning Fist was too high to justify playing it in most scenarios. Hopefully a simple mana reduction can help out the card a lot.
  • Dragon Ball
  • Activation Mana Cost 6+ -> 5+
  • Developer Comments
  • Dragon Ball's activation cost was making the card significantly difficult to fit into decks, and we believe the meta has developed to a state where it's a good opportunity to ease up on the restrictive nature of the card's condition.


As always, there's more balance changes to come - Look forward to reading the rest with the release of the 1.12 Patch Notes!

[h2]BadAsAFish80's 2v2 Tournament #6[/h2]


BadAsAFish is back again with another installment of his excellent tournament series! Featuring a $100 Prize Pool provided by BetaDwarf, this multi-day event is a great way to team up with your friend and engage in some competitive Minion Masters if you're stuck at home during the quarantine.

Check out the Toornament page here: https://www.toornament.com/en_GB/tournaments/3298882341728886784/information

[h2]Awesome Fanart[/h2]
We're always on the lookout for great displays of creativity from the Minion Masters playerbase, and our eyes this week were drawn to some amazing fanart of Succubus by nekochelle!



We fully recommend checking out the original linked above - The resolution on this is massive! We fell in love with this piece the moment we saw it, and so did our users on Reddit. Check out nekochelle's Instagram accounts - nekochelle and miqchips for more of their great work.

Cheers from BetaDwarf!

New Stormbringer Animations

Minion Masters!

New Stormbringer Animations in Version 1.12

Those that have been paying dutiful attention to our Road Map know that Stormbringer is getting a shiny animation overhaul. His current animation set has been with us since the very beginning of Minion Masters, and we think it's time to give him an upgrade. Our animator has been hard at work creating these great new visuals that we think better represent Stormbringer's acrobatic and showboating personality. Check them out and let us know what you think:

[previewyoutube][/previewyoutube]

Stormbringer's new style will be arriving in Version 1.12, due for release on the 30th of April.

Staying together, no matter the distance


With the continued duration of the Covid-19 quarantine, it's important to all of us that we stay in contact in this period of isolation. We've already talked about how we're still working from home on the next Minion Masters update, but the BetaDwarf team have also taken to special remote gaming nights. We've been up to everything - Playtesting new (and secret!) things, or getting together and hitting public game servers with the might of the Dwarves. There's even been word of setting up a private BetaDwarf Minecraft server... Perhaps we'll have things to show you from that if the idea takes off ;)

But we also want to hear about you all - What have you been up to during the quarantine, productive or recreational? Everyone at BetaDwarf wishes you the best, and we want to hear from you!

Cheers from BetaDwarf!