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COMING SOON: The Quest for Mountainshaper



In her search for the ancient artifact Mountainshaper, Milloween treks through the frozen Highlands. Here she comes upon a village of big burly humans known as Stouthearts.

After proving herself to their clan, Milloween and her elven companion Leiliel Brightfeather are welcomed with open arms, and invited to join in their revelry. The eager young would-be hero, Fergus Flagon Fighter, promises to guide Milloween as they embark on a dangerous journey through the Mountains.


Read more about the new Expansion and upcoming content reveals on our Update Site here: http://minionmastersthegame.com/updates/the-quest-for-mountainshaper/

Set yourself a Reminder and be notified when the Update goes live!

Version 1.6

Minion Masters!

We’ve got a bunch of Quality of Life improvements coming to the game through our Reconnect feature, as well as numerous changes to balance with the removal of double masters for Premade 2v2.

Reconnect


Coming in this update is a feature we’ve wanted to implement for quite some time - The ability to reconnect to ongoing matches! When the server detects that you have an unfinished match when you reach the Main Menu, you will be prompted to reconnect to load back into that game. This feature works for both 1v1 and 2v2 matches, and the match will continue as normal while you’re disconnected (albeit without your Master playing any cards). This also fixes the annoying circumstance of teammates disconnecting during the victory animation causing you a defeat.

Apep Redesign


Our favourite Supreme Slitherer, Apep, has received a complete visual redesign in this update. Looking more vicious and cunning than ever, the self-proclaimed Serpent God comes with all-new sound effects and animations to match his new form. We’re super excited to release him to the playerbase, so please let us know what you think of his new design!

Balance
  • 2v2 Premade Duos can no longer queue with the same Master.


Arcane Bolt
  • Now has an indicator if it will kill or stun a unit
  • Now refunds 1 Mana if it stuns a unit
  • Developer Comments
  • Arcane Bolt often felt like a card that would simply remain “dead” in your hand if you couldn’t find a good application for it while playing against your opponent, and the specific health threshhold could sometimes be unclear as to the outcome of the spell. By adding a QoL indicator and a refund upon stunning a unit, we hope it improves the usability of the spell significantly.


Bahra the Witchwolf
  • Bahra's ability no longer roots units that are played after he is summoned.
  • Developer Comments
  • This was a particularly frustrating interaction with Bahra as it would often result in units you play as a counter being rooted helplessly. While we don't view this as a huge nerf, it should make counterplaying Bahra a great deal less frustrating.


Crystal Arcanist
  • Damage 35 > 40
  • Developer Comments
  • Having long been outshined by its peers, we decided to give it a little bump up.


Defenso Chopper
  • Shock damage 100 > 75
  • Developer Comments
  • As one of the most played cards for a while, it had a tendency to shut down entire strategies on its own.


Demon Warrior
  • Mana Cost 6 > 5
  • Health 450 > 300
  • Damage 110 > 100
  • Now gains triple Health and Damage from the 5th time she is played and onwards.
  • Developer Comments
  • Demon Warrior has struggled a lot since her rework due to how hard it could be to activate her ability. Matches generally started getting faster and her excessive damage was often unnecessary, meaning that she was hard to justify using at the 6 Mana slot. By rescaling her like this we intend to keep her HP total when activated the same, but scale back her damage in return for making her significantly easier to activate over the course of a game.


Disruptor Puffs
  • Now known as Disruptor Puff
  • Mana Cost 2 > 1
  • Unit Count 2 > 1
  • New Ability: When Disruptor Puff reaches the middle of the bridge, it teleports to the other bridge, then teleports back every 6 seconds.
  • Developer Comments
  • Disruptor Puffs had a particularly problematic design where it would significantly hinder your opponent's ability to play the game, and in certain circumstances could snowball to unfair levels. However, the card didn't see much play due to its low power level outside of the dream scenarios, and we were reluctant to buff it because of its oppressive potential. This new design aims to fill the gap of a 1 mana card that can capture both bridges left behind by the change to Scrat Pack, but keeping it distinct with the removal of the versatility that made the Scrats too effective.


Gambler’s Ball
  • Now has a 20% chance to cast both Healing Fireball and Fireball at the same time.
  • Developer Comments
  • Gambler's Ball, while a fun concept, was often completely ineffective in most scenarios, requiring a specific scenario (tanky minions fighting other tanky minions) to guarantee you any sort of value. We saw an opportunity to reinforce the identity of the card and its "Gambling" effect with this new third effect, and we're hoping it makes the card more fun to play with overall.


Lost Legionnaires
  • Now have Empyrean Army: Gain Rage.
  • Developer Comments
  • One of the least played, worst performing cards. This certainly needed a buff, and we wanted to focus on the damage they would deal in direct encounters rather than improve their survivability, having a decent health pool for a 3 mana card already.


Magma Cannon
  • Health 300 > 350
  • Developer Comments
  • Magma Cannon was a low performing card that we felt needed a slight lift in order to perform at an acceptable level. We opted to increase its health so that it could perform direct trades a little better, but it still remains vulnerable to cards that could output significant damage to it quickly.


Milloween
  • Perk 1 changed: Now adds a Single use Arcane Golem to the deck every 30 seconds.
  • Arcane Golem Speed 2 > 3
  • Developer Comments
  • One particularly problematic element of Milloween was that she could focus on creating a high cycle focused deck that relied very little on spells, and hoping to draw the game out to Perk 3, at which point she would be able to drop Level 5 Arcane Golems onto the field at a rapid rate. This would create insurmountable walls of damage and health that were extremely difficult to push past, with most high cycle decks being able to get multiple Golems onto the arena at a time. This was a far cry from her intended design as the Spell-based Master as it was the objectively superior way to play her, whereas lower cycle decks that wanted to make as much use of Spells as possible would have Milloween's key minion on the field less often. With this change we hope to buff the lower cycle, spell-heavy Milloween decks significantly while significantly reducing the benefits of cycle on her.


Ritual of Servitude
  • Summoned units have a maximum mana cost of 6.
  • Developer Comments
  • This card certainly took the meta by storm, as it provided an immense power boost to high cost decks with its huge discount. We’ve opted for this change to try and reign in the extreme decks somewhat without hurting the more reasonable mid-range variations.


Spawn of Fury
  • Now targets a random Minion within a small AoE
  • Developer Comments
  • One core issue that held Spawn of Fury back from being an effective card was its requirement to have a completely empty board state before it could be used reliably. This often left you open to removal spells, or just created a very predictable push that could be either dealt with or simply ignored as the opponent pushed down the other lane with the knowledge that you had spent all your mana on a Spawn of Fury combo. With this targeting change we hope to alleviate that scenario and make the card easier to play.


Stun Lancers
  • Health 150 > 130
  • Developer Comments
  • Stun Lancers were one of the most successful cards in recent patches after their various buffs, providing a huge amount of value for their mana cost. With this change we’re hoping the added vulnerability can help make them a bit less reliable without the proper support.


Sun Burn
  • No longer damages friendly units
  • Developer Comments
  • The friendly fire damage of Sun Burn often made it unappealing to play in its optimal scenarios where you remove enemy units (usually a pesky Dragon Whelp) while buffing up your Minion at the same time. Outside of some niche combinations such as Blood Imps with Lycanthropy, the damage was too much for everything but the largest units to be worth the tradeoff.


Werewolves
  • Attack Speed 1.0 > 1.1
  • Developer Comments
  • The Werewolves proved to be very explosive units, and could be hard to defend against if you didn’t have the right defensive tools. We’re hoping this slight nerf should make it a little easier to deal with them without having the perfect answers in hand.


Misc
  • Altered Ritual of Servitude’s wording to further clarify that its effect includes other copies of Ritual of Servitude.
  • Added search terms for Bronze, Silver and Gold to find Cards with the respective Glory Frames.
  • Modified the News screen to better support variable amounts of items.


Bugs
  • Fixed Stormbringer incorrectly having 40 damage.
  • Fixed the Card Collection counter on the Profile screen being missing.
  • Fixed Conquest Cards counting towards a card’s Glory.
  • Fixed Xbox users not being able to scroll through league ranks with LB.
  • Fixed Cursebearer’s Aura visually lasting 5 seconds still.
  • Fixed Hypnotize disabling Wreckinator’s Slam and Bam.
  • Fixed Crystal Archers’ description in German being broken.
  • Fixed an instance where Morellia’s Book of the Dead could break Armored Escort.
  • Fixed an instance where Wreckinator could moonwalk after being stunned.
  • Fixed an instance where Wreckinator could become stuck after destroying a building - Thanks FingersTitan!
  • Fixed Lycanthropy transformation removing Haunting Hugger - Thanks Omicron666!

Minion Masters Friday

Minion Masters!

1.6 is rapidly approaching, so we've got lots of news to be sharing regarding it.

Balance Changes


We've got a number of changes coming to cards both recent and old in this update. Here's a quick look at a few of them ahead of time:

Ritual of Servitude
  • Maximum mana cost of the Minion summoned is now 6
  • -------------------
  • Developer Comments: While Ritual of Servitude was great at enabling high cost decks that didn't need to rely on a high cycle to be effective, its ability to consistently put out massive minions at a fraction of their cost could feel very oppressive to play against, giving some decks an impossible matchup, especially in 2v2 matches where the second player on a team could cover the deck's weaknesses with additional bridge capture or defense when necessary.


Disruptor Puffs
  • Count 2 > 1
  • Mana 2 > 1
  • New Effect: When Disruptor Puff reaches the middle of a bridge, it teleports to the other bridge, then jumps back every 6 seconds.
  • -------------------
  • Developer Comments: By reworking Disruptor Puffs we wanted to solve a number of goals at once. Firstly, we wanted to get rid of the previous design of the card as it felt difficult to balance with how explosive and uninteractive its primary effect was. Secondly, we wanted to create some form of efficient 1 mana bridge capture that had counterplay possibilities and wasn't strong offensively in order to make its inclusion in a deck a considered choice the player has to make. We hope that the new role this Puff has can fulfill those purposes.


Spawn of Fury
  • Now selects a random minion within a targeted AoE
  • -------------------
  • Developer Comments: Spawn of Fury's greatest weakness was that it required the board to be empty of allied minions in order to be used effectively against a specific minion. This often made the card unplayable in 2v2, and in 1v1 it could create predictable lightning bolt setups or be an easily telegraphed tactic to let your opponent know you're about to try a big push.


We've got more change coming soon, and there's one perfect place to find out about all of them in one go. That of course would be...

The Dwarf Stream

We've got a Developer Stream for Version 1.6 occurring on next Monday, the 14th of October! Hosted by Community Manager That Sprite, we'll be showing off all the upcoming balance changes and the new Apep Rework in action live! Make sure to be there at 17:00 UTC on the BetaDwarf Twitch Stream!

Sinobii's October Battleground Qualifier Tournament


TEAM MANA FRENZY is excited to continue it's “PLAY-OVER-TIME” series! Participants can play each match at ANY time over a set period of days against the assigned opponent, so you have flexibility to control the scheduling of your match, and play at a time that works for YOU!

EVERYONE who participates, win or lose, gains TEAM MANA FRENZY Experience Points; as you gain XP, you can LEVEL UP to unlock more free in-game content! For those who place highly, up for grabs in each of the weekly TEAM MANA FRENZY events will be various prizes, as well as invites to the SBI - a monthly INVITATION-ONLY event where you can compete against the best of the best for CASH and Glory!

Keep an eye out for these off-stream tournaments being held WEEKLY by members of TEAM MANA FRENZY including BadAsAfish80 and Sinobii, with a new event scheduled to start every week! Registration is currently open for the next event starting Monday: Sinobii's October Battleground Qualifier Tournament. Find out more and register now at:
https://www.toornament.com/en_GB/tournaments/2852166796840239104/information

Cheers from BetaDwarf!

Minion Masters Friday

Minion Masters!



The mountains whisper...


Throughout the various Battle Passes we've released this year, we always included small insights of lore into the world behind Minion Masters, telling stories of new masters or conflicts between factions that could be reflected in the updates we made. In our next Expansion, for the first time you'll be able to share the journey one of our Masters and their allies will take in their quest to retrieve a legendarily powerful artifact before it falls into the wrong hands. Will you be able to command them to overcome the trials they face? Stay tuned...



BadAsAFish80's Minion Masters Tournament #3


While his #2 tournament is drawing to a close BadAsAFish80 has opened registrations for the next tournament that will be bigger and better than before.

https://www.toornament.com/en_GB/tournaments/2912934180307738624/information

Key points:
- Morellia Dynasty skin and other in-game content to be won, plus the event additionally grants experience towards in-game content via the Team Mana Frenzy Community.
- Winner (plus others depending on participant numbers) to be invited to Sinobii's cash prize monthly tournament.
- 1v1 / Dual Elimination / Best of 3 format / No wildcards
- A flexible schedule gives 3 days for you and your opponent to arrange and complete your match for each round at your convenience.
- Start planned for Monday 7th October.

If you have any questions please feel free to reach out to BadAsAFish80 on Discord (all the details are in the link) and he will be happy to help you.

Many thanks for your time and I look forward to seeing you in the tournament.

Good Luck, Fish.


Cheers from BetaDwarf!

Minion Masters Friday

Minion Masters!

We've got a bit of a shorter blog post this week as we're working on lots of awesome future content for Minion Masters, but that doesn't mean the news we have to talk about is by any means small.

No double Masters in Premades




Coming in Version 1.6, we'll be removing the ability for two players in a Premade 2v2 Lobby to queue with the same Master. A big part of what gives Premade teams a huge advantage over regular solo queue players is the ability to co-ordinate their deckbuilding perfectly, and with some masters synergizing too well with themselves (Double Mordar, Double Stormbringer, Double Ravager) it could often feel outright unfair as a result. When making a 2v2 lobby, an error message will come up if you try to Search while sharing the same master as your partner.

Re-Connect is coming to Minion Masters

After a small delay from Version 1.5, we're fairly confident that we'll be able to include the Reconnect feature in Version 1.6. Currently, when a player disconnects from a match, the game will instantly end - Giving the win credit to the player (or team) that were still present. With the new Reconnect feature, the match will continue until completion when a team dies. The disconnected player will be able to reconnect to the match as soon as their issues are over, and hopefully start mounting their epic comeback.

In 2v2, this also removes the scenarios where a teammate disconnects during the win animation, and not being credited the victory as a result, or a game that you feel was still winnable by yourself resulting in you being thrown back to the main menu.

Between this and the Premades Double Master change, we're hoping the quality of the 2v2 game mode will be improved significantly in Version 1.6!

The Challenger League Schedule

After the successful first TCL tournament, we've been provided with a full schedule of their planned upcoming tournaments. You'll hear more details about them as they approach, but check them out:

  • October, Saturday 12th - Official event.
  • October, Saturday 26th - 2v2 Guild Wars.
  • November, Saturday 2nd - Official event.
  • November, Wednesday 13th - Casual event.
  • November, Saturday 23rd - Official event.
  • December, Wednesday 4th - Casual event.
  • December, Saturday 14th - Official event / Season End.
  • Make sure to participate and get competitive experience with our awesome high level players!


Cheers from BetaDwarf!