Has a Hero power that is Tempo efficient but it’s weak in comparison to other classes.
The ability to regulate weapon damage trough hero power is a lot more useful than the mana it costs. Having a Weapon that can deal 4 OR 5 depending on wether the situation calls for it, having the ability to transform extra mana in damage every turn and don’t spend resources and the RAW TEMPO a 1-mana ping brings to the table can easily outvalue any other hero power.
Adding to that the Hero power support is balanced under the idea that it costs 2. When you give it half it cost to a class ALL OTHERS become incredibly weak in comparison as they can’t use that support efficiently to the point it feels as they cheat the value out of NEUTRAL support ALL THE TIME.
It has to attack with its face so he has to manage it’s health very well.
** Nevermind this, he has the best Healing in the game making both Paladin and Priest look weak in comparison because DH can heal over 12 twicer per game while also dealing that damage to 3 minions and the opponent face OR dealing double to the opponent face.
-It is weak to big taunts
** Nevermind this, this class has the best silence spell in the game. A card that not only silences, but also cicles for 1 mana and can be generated very easily trought other cards. At the same time it has multiple cards that help with ANY big minions and the best removals in the game with Rush, inmune and board clears. In short, this is a Rogue that forgot it weaknesses and can deal with big boards, let it be Wide or Tall.
-It has no card generation so it has an easy time drawing cards.
**Nevermind this, it doesn’t even NEED card generation as it can spit it’s DECK in 9 turns while creating an incredibly deal of tempo and getting all the card generation it needs from neutrals.
Demon Hunter is OVERPOWERED because the CORE IDEA of the card is overpowered AF. The class needs to be REWORKED, not nerfed to be healthy for the meta.
Every time I see a turn 3 hero power+Manafeeder Panthera or a Turn 6 outcast Skull of Gul’dan, I want to throw up a little bit. Panthera is not balanced when a hero power costs 1, and Skull is one of the most broken cards ever printed, even after being nerfed. I’m hoping that we get a major second look at DH’s identity moving into next year, because it needs to start having its weaknesses highlighted instead of mitigated. I can sort of understand wanting to give the class ways to compensate for its weaknesses to help it in Wild, due to having fewer available options, but if that was the case, those cards should only have been useable in Wild from the beginning. Having all of its best tools in Standard has clearly made the class completely busted for nearly the entire year.
For starters, the hero power is bad value by comparison to others. The more mana you float the worse is is value wise. It is good due to the tempo aspect, but you somehow equate tempo to value?
Additionally, no card generation makes the class really poor control wise. Ever tried non aggro demon hunter? Terrible.
The healing argument is just plain wrong. Maybe they got a 12 attack warblade hit once for 12 healing, but the deck can’t sustain this and is heavily reliant on luck to heal in aggro mirrors.
As for big taunts? Sure the taunt side can be negated if you tech your deck properly, but big boards are a struggle and a half.
DH is designed to be fast and relentless, with good draw, enough healing, and enough small aoe to survive and keep the pressure up. Its weakness is that in a prolonged game it literally runs out of cards in its deck to use since each one is a small impact.
DH needs some toning down for sure, since its aggro is overwhelming rn, but conceptually the class is very interesting.
I think the abundance of cheap ways to burn through taunts is a big problem. Blade dance, 1 mana silence and draw a card, kayne, these are such efficient ways to burn through taunts it’s ridiculous.
I agree, actually. But to call it “value” is so misleading its embarrassing. Its like OP doesn’t understand the meaning of the term. Personally I don’t actually think this is a bad thing, since warlock also has an above average hero power and is more interesting because of it.
Warlock has a good Hero Power, but usually gets below average cards to compensate. And Life Tap is very hard to use against Aggro since you lose health.
Demon Claws on the other hand is by far the best Hero Power, and Demon Hunter gets that along with some of the best class cards ever printed, as well as almost no real class weaknesses to speak of.
TBH I feel like people like you should play 20-30 games of DH. The best way to get a grasp of the class is to play it after all. I think in doing so the weaknesses should become obvious real quick
Not being able to deal with big minions isn’t a real weakness when Blade Dance exists, and it’s possible to kill your opponent before big minions can be played.
So the weakness is that the class won’t work in long games because their actual decks won’t use their high value cards?
Is that it? That’s the weakness? Their aggro deck that cycles itself whole faster than everyone else runs out of steams when they run out of cards?
I mean, your weakness amounts to: Is bad at long games and can’t heal in aggro mirrors, AKA, that the aggro deck folds at long games (if someone can make it, which, indicated by Aggro DH matchup spread, hardly happens) which every aggro deck should, and that the mirrors are too fast to setup cards for value turns.
So their weakness is the attrition (which only one deck can do) and themselves.
Seems fair.
Their weakness is the late game. Not that any deck is capable of getting there for the most part because aggro decks get stronger in every expansion making games end sooner and sooner therefore constantly powercreeping demon hunter which is already a broken class by design. The amount of weaknesses I can count is literally so low that I could count it on 1 hand missing 9 fingers and having no toes.
Heck, it even has the long games weakness covered by some excellent cards like Nethrandamus spawning an additional 20 mana worth of minions, Pit Commander as Y’Shaarj but you can control its effect to not work on your low-mana minions, Priestess of Fury doesn’t need an explanation even with its nerf, etcetera.
Literally the only reason DH doesn’t play an end-game deck is because its Aggro tools are simply way better. But you could take away all its Aggro tools to force it into a late-game strategy and it would still be decent at worst.
But no one is complaining about Control Demon Hunter…because no one is running control demon hunter. If you are trying to say there is nothing wrong with the aggro/soul DH, then you have to be trolling. They literally do not have a weakness.
And their hero power is the best in the game by far.
If it were obvious you would think the largest population of players in the game playing DH already would be all over those weaknesses.
But maybe you are just incredibly biased. I wonder what’s more likely. I recognize your name as that of some long gone troll and I would prefer it stayed that way.
You don’t need to think of a prolongued game plan when you force your opponent to go 3x1 on all your cards OR die on turn 6-8. The tools it gets to make it able to survive prolongued games are literally finishers he can stack on each other.
When I called their hero power “Value” exactly? I mean, outside that figment of your imagination you keep citing.
We all have, the only weakness I found is bad draw as when I see any treath I know exactly what my answers are but you lose if you don’t find them. It’s not hard to win games with that class in non mirrors.