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Staying together, no matter the distance With the continued duration of the Covid-19 quarantine, it's important to all of us that we stay in contact in this period of isolation. We've already talked about how we're still working from home on the next Minion Masters update, but the BetaDwarf team have also taken to special remote gaming nights. We've been up to everything - Playtesting new (and secret!) things, or getting together and hitting public game servers with the might of the Dwarves.
There's even been word of setting up a private BetaDwarf Minecraft server. Perhaps we'll have things to show you from that if the idea takes off;)But we also want to hear about you all - What have you been up to during the quarantine, productive or recreational?
Everyone at BetaDwarf wishes you the best, and we want to hear from you!Cheers from BetaDwarf! Expeditions going on Hiatus in Version 1.12We've made the difficult decision to put Expeditions on Hiatus from the game in our upcoming update. Our stats and survey indicated to us that only a small portion of the Minion Masters playbase actively engage with the mode, yet putting Season Tokens behind it that were significant to new players meant people would have to play through a mode they don't enjoy, and found confusing. We think it's time to retire the game mode for the time being as maintaining it was becoming a difficulty on our end without revisiting the mode, and we want to take the opportunity to have time to focus and improve the experience of the remaining game modes.We'll replacing the weekly expeditions with a weekly quest that will grant tokens for winning 5 matches in Premade 2v2 Battles, as to not simply be removing earnable rewards. We'd like to thank everyone that's enjoyed Expeditions since its inception.
What we're doingThis is the solution we're trying:. Wild Cards are now added as the 11th and 12th cards in your deck.
You must have 10 unique cards in your deck to start a match.This comes about as a result of a long period of theorycrafting, testing and design behind the scenes at BetaDwarf. Separate Queues with no Wild CardsOur main concern with this solution was that it would significantly shrink the populations of ranked queues regardless of which modes we implemented this in, and we had no intention of making this a solution purely for 1v1 modes - Wild Cards were problematic in every queue, and ignoring one or the other for the sake of what we saw as a potential bandaid fix wasn't justifiable to us. We also did not want to accelerate an elitist stigma within the Minion Masters Community - Be it 'Casual vs Serious' queues, or '2v2 isn't a serious mode, because they still have Wild Cards'. We wanted to fix the problem for all of our playerbase, and not to leave major parts of it behind. Make Wild Cards cost more ManaThis was probably one of our most frequently discussed options. Ultimately there were three elements that made us not go forward with this solution:. It would also significantly hurt the 'fun' uses of Wild Cards.
What about 10 mana cards - Would we implement Mana Freeze? Would that be too confusing to newer players? Would we have to instead make it Mana Freeze for all Wild Cards - At which point, would that have much of an impact?. Higher cost Wild Cards are affected significantly less by this change - I.E. 3x Lord-Sentinel Thelec. Make Wild Cards unlock with experience/perks (with them being the 11th and 12th cards, but no changes to 1 drops)This change was tested behind the scenes at BetaDwarf, but we quickly found that it opened up a lot of opportunities for combo decks, both on certain masters (Ravager in particular) or with decks in general that wouldn't have much use for the combo pieces earlier in the game.
It allowed you to create a very defensive strategy early game and then transition with game swinging power cards later on. Remove one Wild Card / Make it so you can't Wild Card the same card twice/h3This was quite a popular suggestion, but ultimately we felt it wouldn't do enough - Removing one of the two wild cards felt like we were simply dodging the issue, while removing the triple wild carding didn't affect Combo decks at all. We're also committed to the idea that Wild Cards can offer something fun and interesting to the game, and this felt like a step backwards.If you have other questions about this solution, please feel free to get in contact with us about the matter. Reworking Wild Cards has been a consideration for a long time at BetaDwarf, and we're very much looking forward to the results of our public test of the solution.