A guess you could treat this as a sequel to very first post, huh?
One: It's too easy now.
Echoing @leonardo719, it it too easy to get the Warmasters now. You see, due to the amount of high rank race monsters (and how easy it is to get them (literally all you do is just join a P2W team as F2P lol)) soon most people will have high ranked (at least R3) monsters. Then all it is is just getting Orbs and after that, boom! Every person in existence gets a monster! Metal and Nature warmaster will be particularly effected due to the amount of race monsters recently metal and nature.
Hell, even without Race Monsters its easy. I believe the second floor should be rank 2 or rank 3. Rank one is way to easy. Take fire for example. To get barbael do the following:
Breed vadamagma till level Rank1
Buy some cheap fire monster like Darmith's bodygaurd from shop a few times until Rank1
Buy some other fire monster from team shop a few times until rank1
Two: Completely absurd.
I mentioned this in the warmaster full opinion post (the one I referenced in the beginning) but some of the warmasters like jeesssssussss chriiiiiieeeeesssssttt (that was my impression of a stereotypical Wigan accent like myself)
Warmaster Elvira: Applies evasion to all ally team at start of match... All right, I guess I didn't want a game that requires skill anyway (jk I did). Just rip this monster out and Boom! You automatically recieve full control at the start! And if you both of you have her, whoever is the slowest team wins because they loose the evasion last.
Warmaster Thalassa: Well, they added freeze immunity after what seemed like an eternity (couldn't they just copy and paste the code from recent stun, change it to recent freeze, assign it to freeze and not stun, change the texture and then be done?)... But its still way too much control like almost every single move is either freeze or mega freeze.
Keeping this in mind, here's my warmaster "nature" one:
WARMASTER NATURE BEST MOVE SET:
Move One: Applies regeneration, stamina regeneration and double healing to all allies for two turns. Removes all allies negative effects. Cooldown: 2. Stamina: 40.
Move Two: Applies negative healing to all enemies, double healing to all enemies and regeneration to all enemies for two turns. Cooldown: 3. Stamina: 40.
Move Three: Adds full 100% shield for one turn to all allies. Gives all allies 50% of their current health. Cooldown: 2. Stamina: 28.
Move Four: All allies gain 100% life back, gain Double Life and Damage Boost for two turns and removes all negative status effects. Cooldown: 4. Stamina: 65.
To be honest, this wouldn't even surprise me.