Wednesday, January 9, 2019

Update 85

Minion Masters!
Our first patch of 2019, we’re starting it off a little slow with some balance and bug fixes.
If you didn’t get to join the Dev stream, check it out here for discussion on this patch and a preview of our upcoming Master, Diona that With Hunter!


  • Werewolf (Unit from Lycanthropy buff)
    • Damage decreased from 60 to 45
    • No longer invulnerable during transformation (Technically a bugfix)
    • Transformation time increased from 0.2 to 0.4 seconds.
  • --- Developer comments ---
  • It was fairly clear that the Werewolf unit was too volatile when Buffs such as Frenzy or Rage were applied to it, giving it DPS values far higher than what we wanted from them. The 25% decrease in attack damage should help ensure that while the deckbuilding elements of those buffs remain viable, the overall damage is significantly reduced. The vulnerability, while technically being a bug fix, opens a new avenue for balancing the card if these changes prove to not be enough.

  • Wolf Among Sheep
    • Mana Cost increased from 4 to 6
    • Unit Count increased from 2 to 4
    • Amount of units affected by Lycanthropy remains unchanged
  • --- Developer comments ---
  • The 4 mana variant of this card generally proved to be both too reliable and a provider of too much bridge control for other cards to reasonably compete with it at an equal mana cost. By making it a 6 mana design it still provides excellent value if it is unanswered, but the card is overall less spammable and more open to cards that can kill the Legionnaires before the Werewolf transforms.

  • Once Bitten
    • Mana Cost decreased from 3 to 2
  • --- Developer comments ---
  • This change is mainly a combination of Once Bitten both not seeing much play, and the change to the Werewolf potentially making it even weaker than it was. At 2 mana it should be far more usable but still feel expensive to play due to effectively losing half of a minion to get the Werewolf unit.

  • Lone Wolf
    • Mana Cost decreased from 5 to 4
  • --- Developer comments ---
  • Similarly, Lone Wolf’s requirements of needing to be the only friendly minion on the field when played to get the maximum value out of it made it difficult to use in the 5 mana slot, and the nerf to the Werewolf unit would similarly deal another blow to the viability of the card. A reduction to 4 mana should make it a strong value card but still require careful management of the board state.


  • Fixed users being able to select avatars they don’t own - Thanks ELRiley!
  • Fixed the Twitch Boost button being unusable during a battle.
  • Fixed Defenso Chopper dealing its damage before the stun, allowing a Lycanthropy unit to transform despite hitting it - Thanks Greywolf!
  • Fixed certain units being affected by the Lycanthropy buff that would, upon transformation, heal much faster than usual.
  • Fixed some desync errors regarding post-game Battle Pass XP gain.
  • Fixed a Lycanthropy unit being hit by Chain Lightning twice before and after transformation.
  • Fixed various bugs with clicking the Battle Pass button while on the Power Tower - Thanks Omicron666!
  • Fixed Guardian being able to tank hits despite being dead - Thanks Crabhead!
  • Fixed Masters being in their idle animations when rewarded.
  • Fixed Lycanthropy units being affected by Marksmanship after transformation.


  1. Not liking the Lone Wolf update to be honest

  2. Who cares about your liking

  3. On the one hand, Wolf Among Sheep needed the nerf.

    on the other hand, NOOOOOOOOOOOOOOOO

  4. There is a bug where buttons on the main menu make noise while moving your mouse in a match. Resulting in BRRRRR or buzzing sounds of non stop hover-over sounds when you select a card and you are about to play it. Either you or your ally.
    Also I can listen pops of hover-over sound while navigating this website with the game in the background.
    Also make "Revert to Default" for each category of options like audio and graphics.
    Also let us keybind keys. Y for emotes is hard to use. Also keybinds for alert/pings like A for Attack, S for Stop, D for Agree and F for the other ping that I don't remember.

  5. Would really liked to have seen Howling Moon get some specific attention, in addition to the general lycanthropy nerfs. It's incredibly strong even at high levels of play, much stronger than Bats Bats Bats ever was, which got a hotfix.

  6. While I see the problems with wolf among sheep, I have to say it's a rather sad nerf for it as it's the same line of "balancing" a with bats bats bats. Lazy balancing that did not address the actual problem but instead totally killed the card.

    Wolf among sheep had lots of counter play. The big issue was, that most decks were build around countering wolves and abusing their aerial weakness. The big issue itself weren't the legionaires or the costs but the mechanic itself. I think it would've been enough to either make the wolves less aggressive/lower their health or trigger their transformation at an earlier state.

    Additionally due to the melee heavy beatdown meta new problems occured.

    Stun Lancers - a base card but basically allowing to effectively shut down nearly every other melee.

    Xiao Long - Due to wolves antiplay being to use spells this little guy turns into a mean killing machine that can't really be stopped if people run e.g. ravager which is not that uncommon to play

    Soul Stealer / Empowered Soul Stealer - same thing as above, not much counterplay in a melee-heavy meta where most can't even reach him

    Re-Boomer - again a complete counterplay for melee-units with nearly no counterplay if unlucky.

    While Wolves got killed, in fact I think the whole mechanic, other problems that turned up, stick to the game. Only because you take away some optic problems, doesn't mean that the core problem will leave too

  7. "Fixed a Lycanthropy unit being hit by Chain Lightning twice before and after transformation."
    Interesting that this is fixed but Howling Moon still sometimes hits the transformed unit twice. I guess it is hard to reproduce because it only happens if there are a lot of minions on the field and if the unit that transform is really fast like Revenous Swarmers.
    Still a powerful combo. With that bug it still hurts a lot and I can't tell if Howling Moon isn't overcosted because I can't play its full potential. 9 mana on an empty (own) field for two raged frenzied Werwolfs shouldn't be too much (even with the health reduction on the opponents team. Maybe it should be 8 but can't tell until the combo is fixed.