DH are balanced, Twin Blades is not

I never post on this, but, as I figured, there is so much whine about DH being overpowered. I don’t think the class is over powered, really just one card, twin blades. My issue with the card is the 0 cost, available twice, to proc almost every card in most DH decks. It’s how Demon Hunters are able to burn you down in 4 turns and blow right through any taunt/healing you might have. They can proc their minions opening and play a 2 cost minion and proc it the following turn. It allows them to operate with zero mana management. If it’s in their opening hand, I’d wager they win a disproportionate number of games. I think balancing the class would only require putting a 1 cost on the first use and keep a 0 cost on the second or make the spell a legendary and only allow 1 per deck. I love a strong rush deck, but between their ability to draw cards early and that the card allows for two uses, it’s too much, it doesn’t promote creative deck building or reasonable counterplay.

It removes the whole strategic element from their play as to whether they should play a card now and gamble their opponent won’t kill it , or should they play it next turn, miss a round of attack, and get the proc.

I stopped reading after the title, biggest LOL ever, they’re not balanced…

Priestess needs an hp nerf or start of turn
altruis needs to be minions only not hero face
skull of guldan needs to cost more mana or reduce less

then well talk

Look, a good rush strategy relies on that level of mana efficiency. Don’t get me wrong, Priestess is strong along with skull, but they are only oppressive when you’re really behind with 10 health, no minions, and 5 mana, and you need to decide to play a minion kill card or AoE spell. Slowing the game down just a little seriously reduces their effectiveness. I have no problem with priestesses and skull being finisher cards to close the deal in turn 5, 6, and 7. Realistically, right now they are just overkill though. After you have 8 mana, DH’s really struggle and most decks run out of cards in turn 11.

90% of Altruis’s issue is the fact people play him in turn 4 where most minions are 2 health and they can double proc his ability with the 0 cost twin blades. Giving blades a 1 mana cost on the first proc means they would have to wait 1 turn before double procing him (or quad proc if they have both twins). By pushing him back to turn 5 with the double proc makes and preventing the quad proc until turn 6 greatly limits his power.

Like I said, I think having good rush strategies helps keep the game fresh and forces people to build their decks with more than just board clears and big combos and long games, but the games should be closer.

Balanced? Balanced… you think that after you play as greedy as it gets you get your board whipped three times your opponent heals for over 30 hp and you still pull 10+ damage in one turn out of nowhere and win is balanced? The class is a demonstration of poor game design. It’s as if they wanted to make a class that will make people dread logging into the game.

1 Like

More than 10 cards they have are completely busted. Every turn you deal with 1 busted card just to have to deal with another 1 the next turn. Every single designer that “tested” (lmao) this and said its ok should not design in Hearthstone ever again. I wont spend single penny in this game again until they change the design team.

1 Like

That’s too much.

All you need to do is make Second Slice 1 mana, “OUTCAST: This costs 0 mana”.

That way it gets full use on one turn for 0, but if you try to split the Second half on another turn you have to pay a tax unless you do some wonky hand management since it shows up on the right.

I like how I have 3 people saying it’s not nearly enough and one saying it’s too much. I think it needs to be on the first slice though, the idea is to slow the game down 1 turn.

I’d make priestess about 6 HP but the Main problem with priestess is it coming down turn 5 for only 5 mana… so yeah that cost reduction should only be reduced by 1…
skull is fine…
altrius is also fine… only ever lasts one turn…

In all honesty playing as either highlander hunter and bomb warrior I have not had much problems against DH
DH has a incredibly strong early game… but most those early game minions are all 2 hp minions and if controlled DH falls apart tragically… skull of gudan is only ever good if they are already ahead on the board… if not, playing it really sets them back a whole turn… especially since it’s only good when in outcast… that and in combination with altrius…
I don’t think DH should have that much access to lifesteal… i would say the outcast lifesteal card should just be deal 3 damage…

And every now and then… every single game actually you have to deal with “6 mana draw three and 3 reduce costs by 3” so you get to deal with TWO busted cards if you are “lucky” three. On that turn or the next one.
“Hey looky I got muh skull of skillz last turn. I’m gonna play muh glaives to clear your board and I’m going to make muh hero power do 5 dmg for 1 mana and I’m going to play this card that will deal 6 in your face at the end of the turn and you can’t do anything about it. SKILLZ BRUH!!!1!!ONE!” and there is still some mana left over even…,
So much “fun” and did they not remove Ragnaros because he was “too strong” only to give the new teacher’s pet class an arguably stronger card as a non-legendary?