Minion Masters

Minion Masters

Update 76 - Avatars and much more!

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43 Comments
Dr. Phil McGraw Sep 24, 2018 @ 8:55am 
it'd be alright if you could at least hold tab or something to see steam avatars next to game statistics, even though the game will still feel a bit lifeless now
Dr. Phil McGraw Sep 24, 2018 @ 8:51am 
the new avatar thing actually almost makes me want to stop playing just because it completely deflates the only redeeming social aspect of the game
deftones r cool Sep 22, 2018 @ 5:44pm 
one of my favorite features of Minion Masters was being able to proudly display my Steam avatar. this was a stupid change, and makes playing a lot less exciting tbh :steamsalty:
Killustr8 Sep 18, 2018 @ 1:01pm 
Yeah, now that everyone has crafted Scott, the Sensitive Savage, and spent their 2000 shards on him, not because they wanted to, nut because they had to, just to be able to compete, now you've nerfed him back down again. The same BS you pulled with Dragon Tower. You force people to craft these cards that people don't want to play with, and then after everyone has spent their shards, you nerf them again, and we're left wishing we had never crafted it in the first place. Your game has become pay-to-win.
Skullfurious Sep 17, 2018 @ 9:44pm 
Quit because of battle passes. Go milk someone else.
Lord Berial Sep 17, 2018 @ 4:44pm 
Great concept ruined by developers without talent.
Wurmfury Sep 15, 2018 @ 11:44pm 
Part 2
As for guardian protecting heal shrine, honestly I kind of agree with you, however, I think that guardian almost requires a healing shrine so I feel that it should be less impactful by being less mana like I said below. "The only change I feel that that should have done differently really is by reducing the cost and power of heal shrine." -Wurmfury, 5 comments down. This would make the card less of a ridiculously situational spell bait card. (it should be one or the other, not both)
Wurmfury Sep 15, 2018 @ 11:43pm 
"Booo this update sucks, just like mayhem. Stop removing neat or strategic elements from this game" - III[CON_WAR]III

Part 1
So you like the strategy of guarding heal shrine with a guardian and using heal shrine to heal a harbinger while attacking the enemy master? Well, I believe that in the situation of harbinger reaching the enemy master, the enemy should be able to kill the harbinger without it having 12 seconds of invulnerability is not a very fun thing to fight against. (against many decks 75 healing is enough to keep up with all of their anti-air) If you think that harbinger should not be able to lock on the enemy master in the first place, some decks don't have many swarms to distract the harbinger.
Wurmfury Sep 15, 2018 @ 11:43pm 
Part 3
If you were referring to heal shrine getting nerfed in general, yeah, it was nerfed to the ground. My best guess is that the developers wanted to remove the card from the low-rank 1v1 and general 2v2 meta while not removing the card completely. (like they have done with many cheesy/rip off cards like demon warrior and blood imps.) Still though, heal shrine promotes a really inconsistent snowball push that is insane in the lower ranks once those players find out and acquire the cards for the combo.
Chèvrefeuille Sep 15, 2018 @ 4:40pm 
come one !