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.
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.
- High Inquisitor Ardera?
- Armored Scrats
召喚数 4 -> 3 Barrel Shield 体力 50 -> 60
- Blood Imps
- Call to Arms
Disables building abilities on transformThis 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
- Crystal Arcanist
最大体力 45 -> 40 攻撃範囲 2.5 -> 3
- Crystal Archers
最大体力 45 -> 40 ダメージ 25 -> 30
- Dormant Defenders
効果時間 20 -> 40
- Illusory Cleaver
Illusion ダメージ 30 -> 50
- Illusory Dragon Whelp?
Illusion ダメージ 30 -> 50
- Leiliel’s Vortex?
- 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 -> 60Last 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
Darter ダメージ 5 -> 8
Lancer ダメージ 10 -> 15
- Soul Stealer
攻撃クールダウン 1.5 -> 1.6
Damages its controller’s units as well
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
- Mana Puff Madness
コスト 2 -> 3
- 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
手札のEmpyreanカードあたりのダメージブースト 5 -> 3
ダメージ 40 -> 50 Burn the Bridges コスト 2 -> 1