Played aprox 45 games for science over the last few days of my own custom version of XL hunter.
My thoughts are this. First off the deck can be even more optimized
2nd harpoon gun gets in the way a lot of the times and i did not even play it cause of the wild seed buck that gives me a weapon.
Why waste 3 attack to a minion or face for a high roll when most the time i already have a good anount of other decent cards in my hand.
The real issues are the wildseeds. I think a new to them are the only thing thats going to bring down the win rate.
Mosy games i feel i have in the bag if i can draw the 2 cost minion and wild spirts at the beginning. Without drawing those game are significantly harder and some times it results in a loss.
So tldr wildseeds are the main issue here. Also
blizzard not giving other classes optimal cards to deal wildseeds or giving them good cards that synergize like hunter is the core of the problem as well. You can use ramming mount or doggy bisket to ez buff them or give them rush (taund or buck).
Wild spirts offers way to much value and utility for a 3 cost spell. Nerfing it 2 4 would kill the card and wildseeds. I think they need to nerf the actual wild seed minions imo.
So yeah, Imo nerf wildseeds or buff other clases.
Honestly just start making cards for other classes as good as you do for hunter devs.
These are the only options team 5 has at this time.
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I have 1500+ games on Hunter.
Flex.
I am playing beast hunter without wildseeds because I donāt want to spend 1600 dust for 4 epics I donāt have 
I prob have about 4-5k total, Golden hero etc.
You point sir?
Im talking about with the current hunter since the mini set.
Hunter is boring to me. I dont care to play it.
I like priest and mage best.
You can and u will do decent too. Hunter has to much good cards and they all synergise well with the main nuturals almost every deck has/runs.
I dont mind hunter at all, and I donāt think it needs nerfing, even if we all end up playing hunter as a result. Even then.
And I say this because playing against hunter supports the philosophy I think the game should have: what is the worst thing the opponent can do in the coming few turns, what do we do to prevent this or recover from it, and what is probably if this and that happening then, and how do we deal with that, without losing our own win condition.
Its good to have something consistent and yet predictable, and it has to be strong to deal with being so predictable.
What are our other options? Let the games be dominated by jackpot! games and have ten 8 druid spells or so being cast on turn 4, gaining a bazillion stats on board and a full hand of cards? Or will we end up with Curselock again, a deck that doesnt really play the board at all and is just super annoying?
Hunter plays the board, it scales with skill on both sides (bit more on the opponent perhaps) and is one of the few matches where thinking several turns ahead actually does something.
We donāt need less hunter, but MORE.
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Beast Hunter is good because it has all aspects of the game:
Aggro which gets out of control fast if you donāt deal with it
Extremely strong midgame with seeds
Extremely strong End game pressure with Hero Power/Beasts and Denathrius if needed
The deck has everything and is constant pressure throughout the entire game no matter what turn and nearly everything it plays on every turn has massive value for the cost.
I also feel if you nerf the wildseeds you kill the deck.
The dev team always does an incredible job with Hunter design because they know how to synergize it extremely well. Itās too bad they suck at doing that with other classes.
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Very interesting. So what you are saying is, even though the high rolls of turn 5 krush,bear,hydrolodon or ratking feel super bad, ultimately it is the hunters ability to stave of aggro in the early game and apply significantly overstated minions for cheap that make it OP. That falls in line with the card win rates so I am inclined to believe you and pray we get a cool card that destroys dormant minions.
This is exactly what I think; the game needs more decks that can switch style of playing during a match, so thinking and adapting to situations will become important (skill is actually rewarded more than highrolls).
I hope they keep following this philosophy, rahter than nerfing the deck and making more āmonodimensionalā decks (like implock, murlock shaman or aggro druid)
4 Likes
I havenāt played Hunter in awhile. I used to play it when mage was crap, but gave up and went back to Wild.
But I will say this about Hunter:
Their cards always synergize across expansions⦠always.
Every Standard expansion contains something that interacts beautifully
with the prior expansions within the rotation.
Many classes have to make do with cards that have nothing to do with one another as Team 5 chooses to remake the direction of the class every Expansion.
I have never seen that happen to Hunter that I can recall.
2 Likes
Yup. Every single expansion Hunter gets Beast support. I donāt know of any other class that gets a CONSTANT tribe support. And this is likely why Hunter always does well.
Every other class gets tribe support like every other 3 expansions or so. Hunter gets Beast support over and over and over again.
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Can you imagine if Mage had gotten elemental support all these years?
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Or imagine if Warlock ALWAYS got Demon support.
Priest ALWAYS got rez support.
Warrior or Rogue ALWAYS get pirate support
Mage/Shaman constantly getting Elemental support.
The list goes on.
The problem is that āsupportā might look like 1 card.
Meanwhile, Hunter will get like half their cards as beast support lol
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yeah. IKWYM. Mage hasnāt had an actual Elemental deck in years.
But I agree. Hunter stays good because of Beast, Rush, and Charge.
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I think this post would have been better served if you instead played 44ish games and spent more time editing all the spelling mistakes.
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Donāt worry friend, Iām sure team 5 has a boat load of demon support for mage in the next expansion. 
lol. That would sound about right. Two Demon cards for mageā¦
Meanwhile; Hunter will get eight more Beast cards.
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Well, IF I had all 40 cards in hand, certainly. But when itās turn 6 and you havent seen even one wildseed card, or turn 2 and you have like 5, 7, 9 Mana in handā¦
So, the deck is build to have a rather strong early game (not as strong or fast as e.g. Aggro Druid), a good midgame (itās a Midrange Hunter deck, prolonged into 9 (10) turns) and 6-7 late game cards (7+). Look at that curve, the 7+ cards are practically tacked onto a classic Midrange Hunter curve distro:
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Itās build to play curve, thereās no tech beside the two blademasters and (arguably) the Devourers) - Sylvanas too, but sheās still experimental. Midrange decks need to control the board thru minions: Play curve or go home.
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Yes, but itās often playing things better than curve. Thatās part of the value. The curve it has isnāt just strong because itās curve, itās because all the cards are loaded in value and sometimes it plays that value at a discount.
Being able to drop 4 minions on board for 5 mana for a total of 4/5, 5/4, 2/5, 3/1 is nuts.
Yeah honestly this is what i been saying for a long time hunter really isnt even op. Its just the devs did a crappy job on the cards for the other classes. So hunter us op as a result.
The other thing is hunter is allways been so damn predictable higher skilled players do well against them most the time.
Honestly im starting to think that maybe the devs dont do anything and just fix the other classes with the next expansion.
I think what this says is that all the Team knows how to design well is face and rush decks.
But; the rest is totally on them in terms of intent. They could give other classes the same synergy from one expansion to the next. They never do.
They could give every class more tribal cards. They never do.