Thursday, April 1, 2021

Version 1.23 Patch Notes

Version 1.23

Minion Masters!

Outlander reinforcements have arrived! R3-KT finally joins the Minion Masters universe along with a host of balance changes and bug fixes.

Don’t worry, even though it’s April Fools’ Day, all these changes are 100% real. FDM told me, and he wouldn’t lie to me.

Outlandish Operations - Season Pass #2

A new Season Pass has arrived to Minion Masters!

Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!

Added to the game:





The Season Pass will end on May 6th

Card Balance

Blood Imps/Brutish Betrayer
  • Return damage 50% -> 65%
Blood Imps and Brutish Betrayer have truly had a resurgence since the blood pact rework. We're happy to see them being played though we also understand they can be a tad coin flippy as things are. This is an attempt to mitigate their power a little, hopefully without completely breaking their value.

Border Patrol
  • Mana Freeze 2 -> 1
  • Add 1 mana freeze and gain shield
This card feels like it should be good, and we worry it might be a little underrated as things are now. So this change is an attempt to not make it stronger, but more consistent. You can now choose to play it without the shield (in case your opponent plays shield piercing spells) and retain that 1 mana for other things.

Dragon Whelp
  • Attack cooldown 1.1 -> 1.2
Pretty much all dragon cards are very strong at the moment, this is just an attempt to make them slightly less oppressive without destroying the cards

Flightless Dragons
  • Attack cooldown 1.1 -> 1.2
Pretty much all dragon cards are very strong at the moment, this is just an attempt to make them slightly less oppressive without destroying the cards

Hypnotize
  • Cost 3 -> 4
  • Duration 6 -> 5
  • Call Slitherbound 2 -> 1
The intention here is to make the card stronger and more viable to play as well as making it slightly less to frustrating to play against.

Jing Long
  • Shocking Re-Entry Damage 0 -> 40
  • Damage 20 -> 25
Jing Long is not performing very well, so here's an attempt to give him a little more consistent value

Nyrvir’s Breath
  • Damage 325 -> 180
  • Summon 4 skeletons over the duration
  • Duration 4 -> 3
  • Accursed Ascension -> +120 damage and +4 skeletons
This card has been a contentious one for a while and we've been looking at solutions for a bit but haven't found a concrete proposal until now. What this intends to do is to make it a fair bit weaker in the early game, so that it's true power can be felt after Ascension has been achieved.

We've also decided to make the skeleton generation be more consistent. It's already a pretty strong swarm counter, there's really no reason it should also be even more empowered by swarm.


Pincer of Dread
  • Fix targeting issues
  • Target health highest -> closest
  • Delay 1 -> 0.5
We believe the only thing holding this card back is that it's very cumbersome to use. By making it easier to hit your intentioned target we believe it can potentially see a lot more play.

Rabid Prowler
  • Sacrifice 1 -> 2
  • Instead gain Berserker’s Rage
Dev Comment: This card sees very little play and this change is an attempt to give the card a little more oomf, that might make it a good alternative to something like a Cleaver, especially in Slither/Sacrifice decks.

Resonating Blast Crystal
  • Damage 130 -> 100
  • Remove Mana Freeze 1
  • If you explode 2 crystals mana freeze 1
Resonating crystal blast is everywhere at the moment, it's both very strong and very versatile. This change should bring it a bit more in line with the other spells

Shield-Captain Avea
  • Damage 70-100
  • Deal 10% damage to self on attack
Yet another Avea change. We're slowly getting there :) - This brings her into the Burning Fist sub-faction and ties her to the Zealot's. One interesting thing this does is that it allows her to proc her own effect.

Shieldguard of Light
  • Damage 70 -> 80
It's been a while since this big boy was relevant. Let's give him a little push and see if he can stand up to the plate.

Whirly Scrat
  • Health 390 -> 350
Whirly has been one of the best performing cards for a long time, however now it's also become very popular. This is just a small change to bring it's power more in line with all the other cards.

Xiao Long
  • Get Jing Long Spell Dodge instead of shield
  • Damage 20 -> 25
This is honestly mostly to consolidate the two Long cards. We do feel the new dodge mechanic Jing Long introduced feels better than the shield, as it doesn't actually empower the minion vs anything other than spells. This does also mean that you can now activate Xiao with your own spells (as with Jing), however that opens him for a counter play from the opponent.

Master Balance

Ratbo
  • Also summons scrats on teammate’s minion cards
  • Spends 3 seconds to charge minigun from attack cooldown 1 - 0.3
Ratbo has the opposite problem to Stormbringer, in that he performs incredibly well in 1v1 but is very lackluster in 2v2. So we're essentially doing the opposite to the attempted Stormbringer fix in that we're allowing him to bank value off his teammate. This is to hopefully even out his value across the modes so that he can be more easily balanced in the future for all modes.

We realize there's a bit of a consistency issue with these changes, however, we have chosen to sacrifice that for a more even balance across modes.


Valorian
  • Perk 1 heal 15 -> 18
It seems we may have over-nerfed Valorian a tad. We discussed simply reupping his basic attack damage, however landed on upping the heal effect a little instead. We feel this goes a little further into what makes him unique, and as the "Flying receives half healing" rule is now in effect it feels less dangerous.

Bugs

  • Fixed decoy trap not taunting both players in team play.
  • Fixed haunting hugger failing to generate accursed ascension progress on direct kills
  • Fixed vortex not pulling once flying units are out of gap. - Thanks Matt
  • Fixed Sugilite shield blocking sunder - Thanks BadAsAFish80
  • Fixed Crossbow trap incorrectly unstealthing - Thanks DeathShoottOneyOoney
  • Fixed mark persisting after the marking unit has died - Thanks BadAsAFish80
  • Fixed marked target failing on werewolf transform - Thanks BadAsAFish80
  • Fixed T.A.A.S and Akinlep not retaining mana reduction through future past/present or Apep’s perk - Thanks tODDlife and Jackk
  • Fixed Hellfire’s ability being shorter than the indicator - Thanks You Fools
  • Fixed Settsu having spasms on the master tower - Thanks FFA and everyone else in the universe
  • Fixed a bug causing a stunned spiritmancer to keep attacking.
  • If any of this is confusing please direct all questions toward Steven. - Thanks Steve