パッチノート/Version 1.19

Last-modified: 2021-03-04 (木) 13:59:54

(2020/12/4)配信
バランス変更とシステムの変更のみ記載。ソース https://blog.betadwarf.com/2020/12/uprising-expansion-119-patch-notes.html

経済システム

As we mentioned in our latest blog post, there will be some changes to the Minion Masters economy coming in 1.19. For details, read our blog post here.

ショップ

マスターのスキンは全てマスター選択画面から購入できるようになる。
コスメティックマスターの重複を受け取ったときはゴールドに変換される。

Glory

Season bonus glory will no longer apply to conquest. While it still improves season pass progress, we wanted to make sure that users that buy the season pass don't have an unfair advantage in their conquest runs compared to free-to-play players.

カードバランス

  • High Inquisitor Ardera?
    Divine shieldはEmpyreanミニオンにのみ付与される。
  • Blood Imps
    マスターへのダメージ反射は50%のみになる。
  • Call to Arms
    Disables building abilities on transform
    This will only affect two interactions: Ghost Turret and Crystal Construct. They will no longer produce a spirit or mana, respectively, when transformed into a Warrior.
  • Crossbow Dudes
    ダメージ 15 -> 20
    攻撃クールダウン 1.4 -> 1.8
  • Illusory Dragon Whelp?
    Illusion ダメージ 30 -> 50
  • Leiliel’s Vortex?
    味方ミニオンには吸引は作用しない。
  • Screaming Scrat
    コスト 1 -> 2
    爆発ダメージ 30 -> 130
    爆発 Delay 5 -> 4
    Barrel Shield 体力 50 -> 60
    Last patch we brought this back to 1 mana, however we've since learned that was a mistake. It simply has too many uses to be balanced at 1 mana, and with the puff rework there was no doubt in our minds that Screaming Scrat would have become the #1 premiere 1 drop in 85% of decks. So we decided to bring it back to 2 mana but increase its power to hopefully find a good balance.
  • Shield Captain Avea?
    Shield 範囲 4 -> 6
  • Sunburn
    Damages its controller’s units as well

Puffリワーク

以前の1マナカードの改修の頃からEver since we did the 1 mana overhaul some patches back, we've seen Puffs have an incredible resurgence in play rate. While we definitely do not mind puffs being popular at all, we did find it slightly concerning when we looked at their win rates. One problem we ran into is that their main power is their ability to grab the bridges, cheap, quick and reliably. This means we'd have to nerf their inherent power level to find a good spot, but we feel that would be the wrong direction for them, as the puffs aren't meant to be a bridge grabbing unit but rather fun and quirky utility Minions. So instead we decided to restrict their spawn path in order to further emphasize the mechanics that make the unique.

”Puff” is now a card type, not a faction. Puff cards can only be spawned by the master tower and do not trigger minion abilities like Ratbo’s first and third perks.

Puffs have always been a bit of a weird faction, and as they are mostly designed around quirky utility purposes, they are not necessarily cards that you would build decks around. This sort of goes against our idea of what a faction is, and as we don't produce a ton of puff cards, it would always be underrepresented. We decided it was because Puffs shouldn't be a faction but a card type. This allows us to impress certain rules on these cards, as well as put them into factions where they might actually contribute to deck building.

  • Disruptor Puff
    勢力 - Puff -> Outlander
    カードタイプ - ミニオン -> パフ
    First teleport proc delay 3 -> 2
    移動速度 5 -> 10
  • Heal Puff
    勢力 - Puff -> Zen Chi
    カードタイプ - ミニオン -> パフ
    コスト 2 -> 1
  • Mana Puff
    勢力 - Puff -> Crystal Elf
    カードタイプ - ミニオン -> パフ
    First mana proc delay 10 -> 4
  • Squire Puff
    勢力 - Puff -> Empyrean
    カードタイプ - ミニオン -> パフ
    First shield proc delay 10 -> 4
  • Wizard Puff
    勢力 - Puff -> Crystal Elf
    カードタイプ - ミニオン -> パフ
    攻撃クールダウン 1.6 -> 1.4
     

マスターバランス

  • Valorian
    手札のEmpyreanカードあたりのダメージブースト 5 -> 3
  • Volco
    ダメージ 40 -> 50
    Burn the Bridges コスト 2 -> 1