Just a friendly reminder that Demon Hunter's Hero Power is still 1 mana

Remember Baku/Genn? How oppresive it was for them to press that button every turn?

Yeah. It got HoF for that.

Just know that every time DH presses that button for 1 mana and gets benefit out of it, you fall a little further behind because it cost them 0 cards from their deck and removed cards from yours.

Over the course of a game, if they benefited from pressing the button multiple times…

You probably lost because of it.

The hero power is really slept on.

It’s the only 1 mana hero power in the game and it synergies with everything they are trying to do.

Just wanted to remind ya’ll that they probably get a 10+ mana advantage out of their hero power every game on top of their over-tuned cards.

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You are right on that, DH HP is way stronger and way more used that every other HP. But how do you want to nerf it? Can’t nerf it to 0 dmg, or to 2 mana.

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I’m pretty sure they got HOF’d because decks were all using genn or baku. Those two cards limited game design because that was the only thing people were building around.

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Yeah, the hero power was so good that people were building around it.

Therein lies my point.

When a hero power is too good, it needs to be changed (or in this case, the cards enabling the hero power).

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Not sure. Maybe instead of 1 attack it gives 1 armour?

They use their face to trade a lot.

We all know how well hero attack scales with DH current kit.

It’s way too efficient.

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Maybe not an ideal fix, but what about:

1 mana

If your hero does not have a weapon equipped, gain +1 attack this turn.

I think balancing the hero power is difficult, but this would at least make it a bit harder for DH to leverage the hero power with its insane weapon selection for huge burst damage.

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I’m not sure if you’re trying to contend a point, make up a new point, or just low-key agree.

Seems like you’re trying to add some kind of insight you think is useful, while also agreeing. Just not clear.

You do realize the only thing people are building around (using your exaggerated reference) is DH, right?

Not sure, most DH will attack before they equip weapon anyways to save the charge.

All I know is that it’s comical that Paladin can spend 2 mana making a 1/1 dude and DH can spend 1 mana removing it while they develop a minion.

Their hero power is not the problem. People seem like to jump on everything good what DH have to offer at this point.

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I can see that working. Need more discussion about it though, imo, we can get a lot of creative proposal for this.

I contend that it has been part of the problem since the inception of the DH regime.

A very slept on part of the problem. :sweat_smile:

2 mana, gain 1 attack and heal by 1.

Worse than druid, sure, but they use their face a lot, so they will like the healing.

“lifesteal” looks like another theme of DH, so it will also fit

I’ve already written a page full of how hero power economy is a thing and why the 1 mana cost hero power far out-scales any other hero power. It’s micronizing mana cost efficiency to the lowest coefficient (1), which, by itself, is a 200% cost savings turn-over-turn.

So if you broke the timescale down to a per turn cost or over the long run, you come out ahead in the long scale with 1 mana cost hero power.

That’s only part of it - you do realize synergy is an algebraic scaling factor, right? So scaling synergistic capabilities with a 1 cost effect vs a 200% more costly effect is drastic.

Also consider this is immediate impact. Not mana spent to spread across each turn.

The math agrees - this hero power is beyond incompetent on design and implementation. If it were just the hero power, it wouldn’t be as noticeable, it’s the fact that the entire deck selection and even neutral synergizes so incredibly.

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I’m saying just HOF the whole class, or throw it out. I really don’t care. I just don’t like seeing Demon hunter every third game.

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It’s part of their class design to have good HP synergy and as long it’s just the half HP it’s okay to spend 1 mana only.

I think the heropower needs to cost 2 and not one, because otherwise you just use it every turn when you don’t know what to do.

Warlock also would like to draw 1 card with one mana; same with rogue, mage, shaman, paladin… there are a lot of classes that have synergy with their starting heropower. That doesn’t mean it should cost 1.

It’s not the essential part of their class design. They already decided that cards like this 1/2 2 mana demon and the glave thrower will be baseline, so it seems you will have to deal with their privilege to have a 1 mana HP.

thats a lie and you know it

Your statement is very convincing…

They only spend 1 mana to kill the 2-mana silver hand recruit, true ; but they also lost 1 hp.