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Minion masters 2.0 - Major changes overview

Masters!

Minion Masters 2.0 is drawing near, and we would like to take a moment to talk about some of the changes that are coming this winter.

For those of you who just joined, have a look at our initial 2.0 announcement to learn more about it: link.

TL;DR


A lot of stuff is changing. Here is the overview:

  • Prologue: When 2.0 releases, we will enter a period we call the Prologue, which will be focused on collecting feedback and improving the game with your help!
  • Ruby Changes: Rubies as rewards will be reduced in general. However, prices of Season Pass, legendary cards etc. will be cheaper.
  • Profile Level rewards: Profile rewards changed and Improved. Rewards will be claimable even though you reached the level in 1.0.
  • Card Promotion & Glory Changes: Rewards for promoting cards have been added, and Glory system revamped. You will no longer require multiple copies to wild card.
  • Shop Changes: General discounts and more premium items for sale as Gold purchases.
  • Season Pass: System is simplified, Battle Chest is removed. Free Season Pass contains an extra legendary card.
  • Ranked rewards: Rewards of ranked modes consolidated, extra rewards for 2x and 3x Contender.
  • Adventures: Some old Adventures deprecated, reimbursements for owners!
  • Daily Chests + Achievements: More quests and Achievements added. Daily Quests give Season Pass XP.
  • Draft Mode: A new game rule has been added, rewards improved.
  • New Mode: Practice Mode replaces Challenges as an easy way to test your deck.
  • Game Modes removed and deck resets: House Event and Conquest removed. Decks will be reset. Everyone will gain 6 extra deck slots.
  • The mobile version won’t be released on January 16th as initially announced. We are still targeting Q1 for the release, but can’t give an exact date yet.


Minion Masters 2.0 Prologue

We’ll start Minion Masters 2.0 with what we call a “Prologue” phase. Our goal is the same as always: to collaborate with you to deliver the best version possible, and getting your feedback during this period will allow us to deliver an amazing final version!

  • During the prologue phase, some stuff might break, and things might quickly change based on your feedback. We’ll keep a close eye on your feedback, so don’t hesitate to use the dedicated channels (Discord, email, feedback form) to let us know if you don’t like something, if something is broken, or even if you like a new change!
  • We will focus on adding a lot of quality-of-life improvements, UI improvements, and bug fixes to the new version of the game.
  • The Prologue will end in the spring with a major update introducing a new big feature to the game (it’s a doozy!).

[h2]Rewards Changes Overview[/h2]
We are replacing ruby rewards in many places with other types of rewards, meaning level rewards, ranking rewards, achievement rewards, and season passes. However, rubies given for free in the Shop will be increased.

[h3]Why are we reducing Rubies as a reward?[/h3]
Making rubies less grindable means we have greater control over the monetized aspects of the game. This change allows us to be more generous with all the other rewards (see the list below). It will also allow us to keep supporting the game, make new quality content, and grow it to become bigger and better than ever. We love Minion Masters, and we want to grow this great community and make it better than ever for years to come.

Minion Masters will remain fair-to-play; new cards and masters will remain free each season. This will not change. The Season Pass will continue to be a way to get content faster and unlock customization cheaper, nothing more.

To compensate, the following changes are happening.

  • Rubies will still appear in the Shop as a free claim.
  • Rewards increased in general from Season Passes, Ranked Rewards and Profile Rewards! See more information below.
  • You now get rewards by promoting cards. (see more information below).
  • Prices of certain items are reduced:


    • Season Pass, reduced from 1250 to 1050 Rubies
    • Adventures, reduced from 750 to 600 Rubies
    • Legendary Cards reduced from 1250 to 1050 Rubies
    • Legendary Skins reduced from 1950 to 1500 Rubies
    • Supreme Skins reduced from 1150 to 1000 Rubies
    • Legendary Arenas reduced from 2350 to 2000 Rubies
    • Legendary Emotes from 750 to 400 Rubies


We also have a lot of other exciting changes. Let’s go through them together.

[h2]Profile Level Rewards[/h2]
  • The profile level reward table has been updated. It now has better prizes, with several legendary cards and legendary skins.
  • Two Masters are now in level rewards: Volco and Milloween.
  • Rubies will no longer appear in the Profile Rewards
  • You will be eligible to claim these new rewards even if you have already reached the level before 2.0 launch.

[h2]Card Promotion & Glory Changes[/h2]
  • Upgrading your cards now yields rewards (in addition to granting extra Glory and an upgraded card frame). Prizes include Power Tokens, Cards and Gold!
  • You will be eligible to claim these new rewards even if you have already upgraded your cards before 2.0 launch.
  • Multiple copies of a card will no longer be required for Wild carding a card. Owning a single copy of a card will allow you to play multiple copies of it (where allowed).
  • The Glory system has been reworked. A card now gives 1 Glory that counts towards your Season Pass progress when winning a match. Through upgrading to Gold tier, a card can contribute to a maximum of 5 Glory.

[h2]Shop[/h2]
  • Prices on certain items have been adjusted - Legendary cards and skins are now cheaper across the board. See above.
  • Featured Offers are generally cheaper.
  • Increased the amount of Daily Offers to 12 per day.
  • Daily Offers now only cost Gold.
  • All items previously only for sale for Rubies now will
  • *also appear as Daily Offers**, to be purchasable for Gold. (Including Legendary Skins and Arenas!).
  • Free Rubies will continue to appear as a claim.

[h2]Season Pass [/h2]


  • The price of the Season Pass has been decreased from 1250 to 1050 rubies.
  • Season Pass no longer contains Rubies.
  • The Battle Chest feature has been removed. (Instead, Daily Quests will yield Battle Pass XP, see below).
  • More value has been added to the Season Pass to compensate for House Event and Conquest being discontinued, such as an extra legendary card in the Free reward track.
  • Despite these changes, the time it takes to complete the Season Pass is not longer.
  • Season Passes will continue to have new cards and Masters for FREE!

[h2]Ranked Rewards[/h2]
  • Ranked Rewards are now consolidated into a single reward track. The seasonal Ranked rewards can be progressed through playing any ranked game mode you prefer, but each reward can only be claimed once.
  • Rewards are higher to compensate.
  • Rewards no longer contain Rubies - (See above.)
  • A special reward is added for reaching Contender 2 and 3 times! (you can claim the “3x Contender” reward only if you reach Contender in all 3 game modes).

[h2]Adventures[/h2]
  • Adventures make a return in 2.0!
  • While no new Adventures are scheduled for launch, we are adding a lot more of these in the future!
  • Some old Adventures will be discontinued. The following Adventures will no longer be supported:

    • The Quest for Mountainshaper
    • Saving Jadespark Jungle
    • Nightmares
    • Uprising!
  • Owners of the above Adventures will be reimbursed 10.000 Gold for each.

[h2]Daily Quests + Achievements[/h2]
  • Daily Quests now grant Season Pass XP in addition to gold.
  • Daily Quest gold reward increased across the board (by roughly 40%)
  • 11 new Daily Quests have been added!
  • 38 new Achievements have been added!


[h2]Draft Game Mode Changes[/h2]
  • Draft mode is no longer being restricted by the “Random Card Pool”, (a hidden list of cards that is prohibited in Draft). This list contained cards deemed too hard to use effectively because it required synergy with cards that would be hard to draft. We think this rule made the game mode much less fun, as it takes the fun out of deck building. This list contained 60+ cards.
  • Instead, we introduce “Faction Pools”. With this system, after you choose a Master, they only have access to 4 out of 9 factions. Each Master has access to a unique constellation of Factions.
    • We think this system makes drafting your deck much more interesting, as each Master will have access to different synergies. This system will also allow us to balance draft mode better by changing the factions that a Master has access to.
    • We consider this the start of making Draft mode feel unique and interesting. We would like to add more rule changes in the future to keep the Draft meta fresh and exciting.
  • Draft Mode now exists on the Leaderboard!
  • Draft Rewards have improved. There is now a chance to earn Legendary Cards for 10+ wins.
  • NOTE! We consider this an experiment, and as always, we are eager to hear your feedback in the months coming after the release before we decide if this change should be permanent!

[h2]Practice Mode[/h2]
  • “Challenges” were removed but replaced with “Practice Mode”.
  • Practice can be played both in Solo and Team. It lets you play against a bot of the difficulty of your own choosing. Perfect for testing out new decks!

[h2]Some Game Modes Removed and Decks Resetting[/h2]
Conquest: Conquest has been removed entirely. The relative rewards of this game mode have been added to the Season Pass.

  • We didn’t feel Conquest added enough to the player experience. It created pressure to play in a certain way to belong to a guild, which we don’t think makes the game more fun. Also, the “Conquest Cards” feature was very confusing and caused players to think that they would sometimes lose cards. We are looking to add an equivalent in the future!


House Event: House Event has been removed entirely. The relative rewards of this game mode have been added to the Season Pass.

  • We also didn’t feel the House Event was exciting enough. It would force you to play a certain Master a number of times, but didn’t succeed at adding any real value to the player experience.


Decks resetting: Unfortunately, due to a change in the game architecture, player decks have been reset, meaning you will have to rebuild your decks.

  • As a way to apologize for the inconvenience,
  • *we are adding 6 extra deck slots to your account** if it was created before 2.0 goes live.


New User Names: When logging into 2.0 for the first time, you will be asked to create a new user name with a Betadwarf Player tag, but rest assured that no data regarding your profile (other than decks) will be lost.

Thanks for Reading!

We are dedicated to making Minion Masters the best it can possibly be for years to come, and we think Minion Masters 2.0 is an exciting step to make sure that happens! Thanks again for all your support over the years, and we hope to see you in-game once the new version hits Steam and Xbox this winter!

The Minion Masters prologue will start on Steam and Xbox on December 12th. This is also when a new Master Tronveir the Runeshaper will join the roster! (Free in the Season Pass).



See you in the Arenas!
♥ From the Minion Masters team

1.51

[h3]Denver, The Last King[/h3]





[h3]Woggosaur Pup[/h3]





[h2]Balance Changes[/h2]

[h3]BUFFS[/h3]
Armored Escort
  • Shield count 2 > 3
  • The new design was a little too cautious, but we aren't ready to give up on this version till we have seen it at a more viable power level. It might even need more help than this, but small steps is still the safer approach.


Frostberry Bearer
  • Instead, cast Glenn's Brew
  • Speed 6 > 4
  • Haste on a half-dead already targeted minion seems to have been underwhelming, even with the healing. Glenn's Brew should be the more interesting version. Slowing the move speed should allow the bear to be behind others more often so as to actually get to use its charges.


Future Past
  • Mana 4 > 3
  • The mana increase on the future cards were a safety measure when we changed them to be more stable. That safety seems to not have been necessary.


Future Present
  • Mana 9 > 8


Glenn's Brew
  • Healing 150 > 175


King Puff
  • Perk 2 CD 22 > 20
  • Pick-up range increased
  • More usability hopefully without increasing the power so much that he becomes oppressive in high skill 1v1.


Skeleton Crew
  • Count 2 > 3


Zealots of the Burning Fist
  • Damage 70 > 80



[h3]REBALANCE[/h3]
Caber Tosser
  • Revelry: Gain Rage and give enemies Slow
  • Caber Tosser getting a new log to throw with revelry is simply too strong. Being able to use Mountain Gale or a minion spawn as something comparable to a Fireball on top of its regular effect is too strong and too easy. This is a first step in trying to get to a better place with him.


Harmful Souls
  • Damage 70 > 80
  • No longer adds towards accursed ascension.
  • Simplifying it by removing a mechanic that does very little for the playability of the card.


Haunting Hugger
  • HP 50 > 75
  • No longer adds towards accursed ascension.
  • Simplifying it by removing a mechanic that does very little for the playability of the card.


Mountainshaper
  • Max Ground Rupture count 5 > 10
  • Damage 125 > 65
  • Charge duration 7 > 4
  • Reduce width
  • We've been wanting to do something like this for a while. It's a high mana cost legendary spell, so it needs to be powerful and impactful, but covering both lanes in what is often a full clear is just over the top.


Nyrvir's Breath
  • Damage 130 > 150
  • Deals no extra damage on Accursed Ascension.
  • Accursed Ascension Skeleton count 8 > 10
  • Having a card like this go from barely worth playing before activation to one of the strongest in the game after seems like a bad idea in hindsight.


R3-KT
  • Perk 1: Add a one-use Shadow Dance to deck every 20 secs
  • Perk 2: Reduce Perk 1 cooldown by 5 secs
  • Perk 3: Whenever you play Shadow Dance, add a one-use One-Punch Blast to your hand (cannot be stacked)
  • Perk 3: One-Punch Blast is discarded when R3-KT dies in the field.
  • Perk 3: One-Punch Blast Deals 50% damage to Masters
  • Remove the 4+ Mana bonus on basic attack
  • Attack Cooldown 1 > 0.75
  • We wanted to make his perk 3 more impactful without it becoming a cheesy gimmick. This rework removes his ability to spam shadow dance and doesn't give him the option to spam perk 3, while it hopefully makes the whole master more dynamic and makes perk 3 feel like a relevant aspect of the play experience.


Shield-captain Avea
  • Rework: Whenever Avea shields another Minion, gain Legion (1)
  • Shield of Light CD 12 > 10
  • Health 450 > 500
  • The quest mechanic was always problematic. This is an attempt at finding a new identity for her.



[h2]NERFS[/h2]
  • Highland Huntress
  • Attack Cooldown 1.2 > 1.5
  • Damage 40 > 45


Morellia
  • Perk 1 - Skeletons - count 4 > 3
  • Perk 2 - Skeletons - count 8 > 6


Rapid Response Reserves
  • Plasma Marines summoned 6 > 5
  • RRR has a very high play rate but is really not that impressive when looking at its win rate. This might seem like an underwhelming nerf, but it’s hitting what is arguably the strongest play in its cycle.


Rimargaal's Breath
  • Dam 180 > 150
  • This is a direct revert of a buff it got a few patches ago. Essentially an admission that that buff was not warranted.


Settsu
  • Increased summoning sickness


Volco
  • Perk 1 CD 15 > 17



[h3]FIXES[/h3]
  • Fixed multiple Future cards sharing the same cycle.
  • Fixed Skeleton Horde missing preview
  • Fixed Dragon Ball incorrectly doing full damage to masters.
  • Fixed Outlander Piloted costing 1 tech.
  • Fixed Sapphire Pebble being able to jump into the middle gap.
  • Fixed Grasping Thorns summoning skeletons for the wrong team.

Minion Masters 2.0 Announcement

As promised, we have more information to share about Minion Masters 2.0. Our team have been hard at work, and we can finally give you an update.

Minion Masters 2.0 Prologue will be released on Steam & Xbox this Winter!


What does it mean?
The Prologue is what we consider an “early access” for MM 2.0. Your game will automatically be updated to the new version, but in order to make sure we can make the game the best that it can possibly be, we are calling it a prologue as during this period, we will be collecting rigorous feedback and do our best to improve the experience.

In addition, it will herald the launch of the Runeshaper Master, which we are excited to finally release into the wild. We will also start unveiling a new big feature that will launch in the new year…

[h2]What about the mobile release?[/h2]
The mobile version will be released on January 16th! It will be available using your Netflix account on iOS and Android. Everything will be unlockable without any in-app purchases and without any ads.

[h2]We are doing a Minion Masters 2.0 Beta starting October 1st!
[/h2]
If you want to join us, please fill out this form: https://forms.gle/B4vwgTBLxDF46Bza9

You’ll receive an email with instructions if you are selected.

[h2]Last but not least: Plushy update! [/h2]
We’re making great progress on the Nyrvir The Fallen plushy with Makeship. Here is the latest mockup! What do you think?

1.50

Highland Hijinks

[h2]NEW CONTENT[/h2]

Frostberry Bearer






Highland Huntress






[h2]BUFFS[/h2]

Demon Warrior
  • Dam 75 > 90
Feng the Wanderer
  • HP 325 > 350
Ghast
  • Skeletons summoned gains Rush
Ghost Turret
  • HP 250 > 300
King Puff
  • Trick Swap CD 35 > 30
Magma Storm
  • Count 12 > 13
Nyrvir The Fallen
  • Nyrvir Slumbers dam 80 > 100
Slitherbound
  • Attack Cooldown 2 > 1.8
Snap Freeze
  • Freeze happens instantly
  • Mana cost 2 > 3
  • Dev notes: Snappy!




[h2]REWORKS[/h2]

Rapid Response Reserves
  • Alternate between opponents getting the buff
  • Dev notes: not really a balance change, but we think it makes it more fun.


Fireball
  • Dam 180 > 200
  • Master damage 180 > 100
  • Dev notes: We wanted to increase its usefulness as removal slightly while reducing its ability to "fireball face" enemies to death.


Grasping Thorns
  • On death, summon a Skeleton for each enemy Minion that died in it (Max 3)
  • Dam 240 > 150
  • Dev notes: We wanted to add some offensive capabilities to this defensive spell. Expect similar changes to defensive-only cards in the future.


Netherstep
  • Summons X Swarmers where minions are teleported to, where X is the amount of Voidborne cards in hand (Max 3)
  • No longer Invokes
  • AoE 3 > 4.5
  • Dev notes: We want to add even more offensive capabilities to this underplayed card that is still in line with its design.


Sapphire Pebble
  • Mana 2 > 1
  • Remove Myriad bonus
  • Throws its head on play, destroy self, grows a new Pebble after 5 secs
  • Damage 60 > 100
  • Health 100 > 50
  • Dev notes: We are not entirely happy with how Sapphire Pebble Myriad bonus works, as it both encourages you to play defensively and wait around with Sapphire Pebble in your hand. This version allows us to both retain the Myriad, reduce mana cost, add some offensive capability and try something a little different...


[h2]NERFS[/h2]

A.I.M Bot
  • Tech cost 30 > 35
Battle Shi-Hou
  • HP 400 > 350
Morellia
  • Book Cooldown 25 > 27
Shroomama Shumi
  • Shields can no longer trigger split
  • Dev notes: This opens up Shumi to be more useful outside of continuously shielding them. It's possible she needs a buff with this change, but we want to be careful so that she doesn't dominate again.



[h2]Fixes[/h2]

  • Fixed Nylora failing to auto attack in Mayhem and Adventures
  • Fixed Slitheress Diona's Ruffles not wearing the correct outfit when he enters the arena.
  • Fixed Burn the Bridge vfx going to the wrong bridge.
  • Removed Raddick from the random pool.
  • Fixed an issue with Ghast's description having two different cooldown values.
  • Fixed Shroomer not splitting with the correct health and damage %.

Hotfix

Masters!

We just published a hotfix.

  • Fixed Bounce Berry Flingers not having Myriad.
  • Fixed the Rapid Response Reserves scroll symbol.
  • Fixed Prime Sgt Rasczak's audio in the preview.
  • Fixed Jade Flingers' death preduction causing untargetable units.
  • Fixed Apep's perks giving the wrong card types.
  • Fixed Apep's perk 3 failing to apply the correct discount.
  • Fixed gaining future cards from future cards.


  • Shroomama Shumi max health 600 > 550


New version is 1.49.67451