Minion Masters

Minion Masters

Update v0.4.0 - Patch Notes & Servers are open!

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5 Comments
von Boomslang Nov 26, 2016 @ 1:19pm 
while I like Beam of Doom, I think it deals its damage too quickly. Double the duration, half the damage? This way it won't kill big enemies unsupported / untanked.
markljunggren Nov 23, 2016 @ 2:09pm 
@Belvis. CAll to arms could before be cast anywhere in the arena. THat made this spell exremly powerful with mordar wich had multiple buildings.

I played it alot. Spawned 3-4 building. Cast Rampage on enemy master and then cast call to arms right before touch down ---> 4-5 enraged soldiers right at home base
Feldont Nov 23, 2016 @ 2:02pm 
Can we have a bigger deck? Even just 2 - 3 more slots would help.
Belvis Nov 23, 2016 @ 12:09pm 
"Call To Arms is now a defensive spell." - What does this mean/change?? Nothing it seems?

But a big YAY for "Fixed an issue that made Dagger Fall disappear" and "Fixed a bug that would fail to play a card and then leave the card slot empty" ! :)

But I'm not so sure about the Beam-"Nerf", because it still seems way too strong because it can deal 800 damage to multiple creatures now, which makes big creatures (and Brutus) USELESS now in the whole game!!?
(This card needs a heavy nerf, but was instead just changed from a no-fun face-damage card to an OP creature damage card...)
ImReserect Nov 23, 2016 @ 10:29am 
beam of doom nerf! thats great