Lots of people are complaining about Demon Hunter. And by lots of people, I mean pretty much most of the community. And while I think Tempo Demon Hunter might be a little bit overtuned (though the Twin Slice nerf hurt it quite a bit), I think the deck is healthy for the meta, and I'll explain why.
All of the cards from the most popular Demon Hunter lists have one very important thing in common, and that thing is the lack of the word 'random' on any of the cards. There's also only one card in the list - Twin Slice - with the word 'add', and you know exactly what it adds. There is no Discover. What I'm trying to say that Tempo Demon Hunter is the ultimate opposite of what even more people are complaining about, and that is losing games to random trash like Puzzle Box and endless lackey/Priest minion generation. Against Demon Hunter, you know exactly what they might have, and you play against 30 (~32 if you count Second Slice) cards, not like ~40-60 when facing Priest, Rogue or Warror. And since the deck is more minion-based and not burn-based like e.g. Face Hunter, it is interactive and you can prepare the right answers - again, cause you know what to expect.
And again, while I'm not saying the deck is not too strong (10 nerfs and still T1!?) it is kind of what the game needs to be fun. What do you think?
Deck with random generation cards doesn't mean it is less skilled than no random card generation cards like DH. Many times it is quite the opposite, especially for aggro deck like DH, because you are much more reliant on card draw RNG and hand mulligan RNG to win. In fact, high levels of card draw and mulligan RNG was one of the main reasons Face Hunter was so hated.
So it is not as easy as counting the number of cards with "random" in the cards in a deck to determine if it is skilled or if it is healthy for the game.
If anything the twin slice nerf is a buff for Wild, because it's now getting played in odd demon hunter. Besides that, I think it's just very boring to play and to play against, but this has always been the case for this type of deck. It really isn't any different from how Pirate Warrior is/used to be. So I disagree that it needs it to be fun, but I agree with the fact that such a deck has to exist for the game.
Demon Hunter as a class does have a discover card and some minor random effects, and you can bet whatever you have that more will be added with future expansions. You are right that at least for now, the class is fairly limited in that regard, but maybe that's just because there are so few cards to begin with. Let's wait and see what the class looks like a year from now.
Also, the prevalence of random effects depends more on the decktype than the class. Secret Mage in Wild has no random effects whatsoever, Combo Priest, for the short time it existed, was also very straightforward. Most Rogue decks have ignored the many, many random card generators that Rogue got. Hunter is generally also a class that uses few, if any, random effects (and also doesn't get that many). Galakrond Rogue, on the other hand, benefits so much from lackeys as cheap combo activators, the Heistbaron interaction, and Galakrond's powerful battlecry, that this level of randomness is integral to the gameplan. The new Rogue Quest depends entirely on random card generation, and the old Mage Quest as well.
And slower decks are intended to outlast opponents, so they are also more interested in getting extra cards or using big random effects that are usually in their favor.
The thing with random effects is, some think they are fun, others don't. That's usually where the debate ends: If it's fun for some, everyone needs to tolerate it. I personally think that randomness should be somewhat limited, where it can sometimes make a difference, but isn't turning games completely upside down. There are different levels of "randomness" after all. For instance, Knife Juggler and Priestess of Fury have, in most cases, a relatively predictable outcome. Hench-Clan Burglar and Puzzle Box of Yogg-Saron don't. The former can result in getting a favorable trade or dealing that last bit of damage, the latter can result in something ordinarily impossible. I think it's fine to have that kind of game once in a while, like with Tavern Brawls, but I'm not a fan of making these effects the focus of entire decks. But a lot of people disagree, so that is that.
As for "healthiness": I think winrates and playrates are more important for healthiness than anything else. If a deck is too likely to win, has few efficient counters and wins some matchups almost by default, it is not really healthy, and if a deck is so popular that you'll play against it every third game, that is also not healthy. Fortunately, Aggro Demon Hunter is not on that level anymore.
Lots of people are complaining about Demon Hunter. And by lots of people, I mean pretty much most of the community. And while I think Tempo Demon Hunter might be a little bit overtuned (though the Twin Slice nerf hurt it quite a bit), I think the deck is healthy for the meta, and I'll explain why.
All of the cards from the most popular Demon Hunter lists have one very important thing in common, and that thing is the lack of the word 'random' on any of the cards. There's also only one card in the list - Twin Slice - with the word 'add', and you know exactly what it adds. There is no Discover. What I'm trying to say that Tempo Demon Hunter is the ultimate opposite of what even more people are complaining about, and that is losing games to random trash like Puzzle Box and endless lackey/Priest minion generation. Against Demon Hunter, you know exactly what they might have, and you play against 30 (~32 if you count Second Slice) cards, not like ~40-60 when facing Priest, Rogue or Warror. And since the deck is more minion-based and not burn-based like e.g. Face Hunter, it is interactive and you can prepare the right answers - again, cause you know what to expect.
And again, while I'm not saying the deck is not too strong (10 nerfs and still T1!?) it is kind of what the game needs to be fun. What do you think?
Demon Hunter proves one thing: Fun is a very unstable construct in Hearthstone and incredibly subjective when it comes to what you play/what you face.
Deck with random generation cards doesn't mean it is less skilled than no random card generation cards like DH. Many times it is quite the opposite, especially for aggro deck like DH, because you are much more reliant on card draw RNG and hand mulligan RNG to win. In fact, high levels of card draw and mulligan RNG was one of the main reasons Face Hunter was so hated.
So it is not as easy as counting the number of cards with "random" in the cards in a deck to determine if it is skilled or if it is healthy for the game.
If anything the twin slice nerf is a buff for Wild, because it's now getting played in odd demon hunter. Besides that, I think it's just very boring to play and to play against, but this has always been the case for this type of deck. It really isn't any different from how Pirate Warrior is/used to be. So I disagree that it needs it to be fun, but I agree with the fact that such a deck has to exist for the game.
Demon Hunter as a class does have a discover card and some minor random effects, and you can bet whatever you have that more will be added with future expansions. You are right that at least for now, the class is fairly limited in that regard, but maybe that's just because there are so few cards to begin with. Let's wait and see what the class looks like a year from now.
Also, the prevalence of random effects depends more on the decktype than the class. Secret Mage in Wild has no random effects whatsoever, Combo Priest, for the short time it existed, was also very straightforward. Most Rogue decks have ignored the many, many random card generators that Rogue got. Hunter is generally also a class that uses few, if any, random effects (and also doesn't get that many). Galakrond Rogue, on the other hand, benefits so much from lackeys as cheap combo activators, the Heistbaron interaction, and Galakrond's powerful battlecry, that this level of randomness is integral to the gameplan. The new Rogue Quest depends entirely on random card generation, and the old Mage Quest as well.
And slower decks are intended to outlast opponents, so they are also more interested in getting extra cards or using big random effects that are usually in their favor.
The thing with random effects is, some think they are fun, others don't. That's usually where the debate ends: If it's fun for some, everyone needs to tolerate it. I personally think that randomness should be somewhat limited, where it can sometimes make a difference, but isn't turning games completely upside down. There are different levels of "randomness" after all. For instance, Knife Juggler and Priestess of Fury have, in most cases, a relatively predictable outcome. Hench-Clan Burglar and Puzzle Box of Yogg-Saron don't. The former can result in getting a favorable trade or dealing that last bit of damage, the latter can result in something ordinarily impossible. I think it's fine to have that kind of game once in a while, like with Tavern Brawls, but I'm not a fan of making these effects the focus of entire decks. But a lot of people disagree, so that is that.
As for "healthiness": I think winrates and playrates are more important for healthiness than anything else. If a deck is too likely to win, has few efficient counters and wins some matchups almost by default, it is not really healthy, and if a deck is so popular that you'll play against it every third game, that is also not healthy. Fortunately, Aggro Demon Hunter is not on that level anymore.