3/10/2023 0 Comments Minion masters blood imps![]() Settsu is the other best master for draft. Most of the time I try to get a good control deck but you can do anything you want. With Apep you can draft almost any kind of deck. Also the shield totem from perk 2 can save you a lot of health or can help your master tank minions while your minions kill them. They can also give you more answers if your draft deck is not that good. The value you get from free cards from perk 1 and 3 is insane for draft. Trying to make the most out of your deck in duels against other people.Īpep is the draft god in my opinion. Draft decks are usually not that efficient but that’s what makes it fun for me. ![]() You get to experience the game at its core because basic mechanics of the game are even more important in draft. Most of the times you don’t have insane combos like in ladder. You can take a break from all the meta decks you face on ladder and just draft your own deck that may not be as good as meta decks but still decent enough to beat other draft decks. Here is a good table of the rewards for draft:Ĭredits to 3FFA (this spreadsheet is also handy to learn other stuff about the game):ĭraft is also just a lot of fun to play. 6 wins is definitely worth because you get a rare card and more gold. It depends on how much you value a common card but if you just started Minion Masters I think it’s good to get your collection running. At 5 wins you get 300 gold, around 100 gold or 10 shards and a common card. Now if you consider the value of the extra rewards in terms of gold I would say draft is worth if you get 5 wins or more. So if you don’t want to lose gold on draft it’s worth if you get 7 wins or more. First if you get 7 wins, you’ll get your 750 gold back and some extra rewards (you get a rare card and a little bit of gold or shards). For me there are 2 answers to this question. Now you may ask: when is it worth to play draft? Well this depends on your definition on worth. The better you get at draft, the better your rewards will be. As I said earlier, you get rewards at the end of draft based on the amount of wins you got. Many of these changes are just tweaks without buffing or nerfing any of the cards, so it’ll be interesting to see how it affects gameplay, especially given all the new cards that were recently added with the Saving Jadespark Jungle DLC.If you want to build up your collection, draft is the best option. It’s certainly a blow to low-cost swarming “zerg”-style decks that relied on a high number of low-cost weak minions to aggressively take over the battlefield, but it isn’t the end of them. Still, this is a considerable number of changes, and presents an interesting switch to the meta. These aren’t all the balance changes, as BetaDwarf intends to tease more out as they approach the patch release date of the 26th of March. Finally, Propellor Horde has had the amount of units it summons when activated by rage to be lowered from 10 to 8. The Illusory Cleaver’s damage has also been halved from 20 to 10.īridge Buddies has been reverted back to summoning Armored Scrats if you control the bridge rather than always summoning them and giving them haste. Their damage has also been halved from 20 to 10. Armored Scrats, for example, will now turn into a regular Scrat when their health runs out instead of just dying. There are a handful of other miscellaneous changes that aren’t direct changes to minions. We're discussing Upcoming Balance Changes in our latest blog post, and sharing how you can get FREE Slither DLC with Twitch Prime! Read all about it here: Otherwise, they hope that tweaking the efficiency of the low-cost cards can help make a more interesting play space in control and bridge mechanics, allowing players to create a more diverse array of choices in their decks. They name cards like Screaming Scrat and Sewer Scrat as two of the “biggest offenders,” as there’s no large downside to including them in decks due to their barely-significant cost and ability to take bridges and apply pressure.īetaDwarf also discusses that they hope for this to help lay the groundwork for another rework the developers have in the works targeted towards the Wild Card mechanic. “Currently, we feel that the mana slot is offering far too much value for cards that should be primarily included for their cycling value, and we should not be able to out-value cards of higher mana costs,” the team writes in the Steam update notes. The balance changes are primarily targeting low-cost cards to handle the way that they fit into decks, with a specific aim on 1-cost cards. Minion Masters is getting a sizeable overhaul to the way that cards are balanced in the upcoming patch version 1.11.
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