I don't think that Blizzard - maybe aside from minor tweaks - will nerf DH even further at this point. At first he was broken, OP and unbeatable. Now he is just broken and OP, but (barely) beatable by some specific classes and decks, which seems fine for Blizzard. To me this implies, that they made him that way on purpose.
IMO they wanted to lure new players to the game and cash them ASAP (as this is recent, ongoing Blizzard's philosophy). However, before new player wants to pay, he must first become addicted to the game. Yet this will never happen if he's not having fun. And what gives more fun than winning games, even despite the lack of experience, skill and a large collection of cards? DH is exactly where Blizzard wanted him to be, so don't expect nerf soon.
The best thing we can do is to STOP PLAYING and most importantly, STOP PAYING. This is the only argument that appeals to them.
I for one i stopped playing HS except for daily quest in brawl mode and I count to keep doing so until they do something. In the meantime, Legends of Runeterra is a great game, and it's totally free
I don't think that Blizzard - maybe aside from minor tweaks - will nerf DH even further at this point. At first he was broken, OP and unbeatable. Now he is just broken and OP, but (barely) beatable by some specific classes and decks, which seems fine for Blizzard. To me this implies, that they made him that way on purpose.
IMO they wanted to lure new players to the game and cash them ASAP (as this is recent, ongoing Blizzard's philosophy). However, before new player wants to pay, he must first become addicted to the game. Yet this will never happen if he's not having fun. And what gives more fun than winning games, even despite the lack of experience, skill and a large collection of cards? DH is exactly where Blizzard wanted him to be, so don't expect nerf soon.
The best thing we can do is to STOP PLAYING and most importantly, STOP PAYING. This is the only argument that appeals to them.
although i totally agree with what you said about the reasoing behind the creation of the "op demon hunter class", i dont think nothing will change if you stop playing or paying. 1 person will make no difference, or ten more people, or hundred more people, or thousand.. You are just an ant in the forest. Believing to be able to make a change in this particular system is foolishness
What you can do is get along with the system and enjoy what you can, and if you cant do that, well, dont be a part of this system and seek fun and whatever you seek elsewhere.
Been paying attention to my DH games. Facing one and playing with it ive noticed thay each time that card survived a turn it was a win for the DH 100% of the time. Those kind of thing only happen with legendary cards. This is a rare and u can run 2 of them.
Alot less scary in other matches? I hate seeing her when I'm running a control deck. I most likely just spent my turn clearing their board, then they just play her and I immediately eat 6 damage. That really feels frustrating, and if I can't answer her, I lose on the spot. She's disgusting and was only not seeing more play earlier due to sac pact.
If it were a legendary and cost 10 mana it would still be op. Along with Altrius, Skull of Guldan and Warglaives they all need nerfing to the ground. but as others have said, this will not happen. Blizzard have only cared about making/milking money off people for so many years now that nobody is surprised by their actions anymore. You just need to wait a little while and there will be some new op deck to replace these DH decks so they can milk even more money off people. I started playing blizz games when Warcraft 2 came out and loved the company but after playing wow for 7 years and hs since beta I’ve stopped supporting them financially, haven’t spent a penny on their games for over 4 years now, just try and enjoy the free side of hs, as frustrating as it is.
Okay, if priestess only hit minions, it would NOT be a buff... That's one of the silliest things I've ever heard... Right now, DH generally clears your board with other resources when they get her out, so you take 6 to the face. If you cant clear her, she does 6 attack damage to the face, and 6 more to the face.... Right now, if you need the turn after her for setup... You're finished. 18 guaranteed face damage...If she only hit minions, you have 2 turns to take care of her, only taking 12.
If you don't take care of her the turn she is played, and get some minions out, DH is usually going to kill those minions, so that her after turn affect goes all face... Same scenario with her only hitting minions, your minions get cleared, you don't take that 6 face damage and you get another turn to deal with her... At least this way DH has to work to get your minions down to 6 health through their turn to make her most effective.
Look through past cards... One's that always hit minions have lower mana value than ones that can hit face... There's a reason for that.
No it's not the same scenario, your initial assumption is completely faulty because DH can't ALWAYS clear your board on the same turn she's played. I'd be careful of calling "silly" other people opinions when you're completely overlooking some obvious facts yourself and only considering the best case scenario.
Again, DH right now can't always clear your board on the same turn she plays her. He can only do that with previous board presence OR a previously equipped Warglaives most of the times. So your minions don't always "get cleared anyway" like you're implying, not just by Priestess, if you were ahead and could somehow play around it by putting at least a 4+ health minion on the board, and that's a BIG deal. Also because 1) if he wants to clear the way for Priestess to go face and doesn't have a weapon, he'll at least need to trade some other minions and 2) in the Warglaives case, DH is often forced to take a crapload of face damage in the hope of closing the game with Priestess faster than you can, which is something that can actually backfire against other aggressive classes (especially Hunter).
If Priestess only hit minions, she'd be weaker in some scenarios sure but absolutely bonkers in others. She would basically be a lot better played from behind, a better Reno the Relicologist shooting 6 at minions at the end of every turn and with no deck restriction required. And she'd be WAY more difficult to clear because you won't be able to like trade your surviving minion(s) + a spell, you'd need way more often to remove her completely with cards from your hand.
Any deck that is based on having a board would die more slowly to face damage sure, but it would completely be cut out the game by what's essentially a constant barrage of infinite free board clears every turn, and could basically concede the moment she hits the board.
As you said priestess will be a lot better payed from behind, when is aggro DH ever behind by turn 7 or 5 if discounted? I highly doubt that it will be worth running priestess in an aggro deck given that most of the time your opponent's side of the board will be empty and given that almost all control decks can deal with it from hand. The difference with the current version of priestess is that if priestess is played on an empty board on turn 7 now, you are probably already down to around 10-15 hp, at which point even if you use your removal you are probably dead to glaives/metamorphosis/kayn.
Now I agree that if priestess were to hit only minions, there is some potential for a control/highlander version of DH becoming a problem. If that is the case, then maybe a small stat nerf could be required.
Also comparing Reno to Priestess is not really a fair comparison; mage has a ton of ways to remove/stall minions, DH doesn't.
People need to stop defending DH. It's completely absurd. Have you actually checked the stats of the most popular tempo DH list with over 200k sample size? not everyone has a hsreplay sub so I get that. But it's 56.8% vs gala rogue, a matchup most people think is even. 65.9% vs highlander mage. 61.5% vs highlander hunter. 57.3% vs galakrond priest. 69.2% vs galakrond warlock. 60.3% vs zoo warlock. Shaman isn't even a class (the win rate is so high I don't dare mention it). It's about 65% - 70% vs druid, its 55.7% vs other worse tempo hunter lists, its 70% vs highlander hunter. It's 49.2% vs face hunter, a matchup which is thought to be unfavourable (it's basically even). In fact the only unfavourable matchup is egg warrior at 44.6%. The deck that is supposed to hard counter this deck is just a 44.6% win rate. Enrage warrior is 48.9%.
So basically egg warrior can beat it a small majority of the time with enrage warrior and face hunter almost break even and everything else getting utterly and completely pwned. I mean its 64.2% vs even murloc paladin! Control warrior, a deck which was previously relied upon to beat aggro decks is very unfavoured. Don't even talk about galakrond warrior. That loss percent is almost the worst of all the decks at a shopping 77.4%. The only thing that loses more is a shaman deck.
People need to stop defending DH. It's completely absurd. Have you actually checked the stats of the most popular tempo DH list with over 200k sample size? not everyone has a hsreplay sub so I get that. But it's 56.8% vs gala rogue, a matchup most people think is even. 65.9% vs highlander mage. 61.5% vs highlander hunter. 57.3% vs galakrond priest. 69.2% vs galakrond warlock. 60.3% vs zoo warlock. Shaman isn't even a class (the win rate is so high I don't dare mention it). It's about 65% - 70% vs druid, its 55.7% vs other worse tempo hunter lists, its 70% vs highlander hunter. It's 49.2% vs face hunter, a matchup which is thought to be unfavourable (it's basically even). In fact the only unfavourable matchup is egg warrior at 44.6%. The deck that is supposed to hard counter this deck is just a 44.6% win rate. Enrage warrior is 48.9%.
So basically egg warrior can beat it a small majority of the time with enrage warrior and face hunter almost break even and everything else getting utterly and completely pwned. I mean its 64.2% vs even murloc paladin! Control warrior, a deck which was previously relied upon to beat aggro decks is very unfavoured. Don't even talk about galakrond warrior. That loss percent is almost the worst of all the decks at a shopping 77.4%. The only thing that loses more is a shaman deck.
Something needs to change.
The people defending this BS are the one don't want to lose your cheat machine, the very easy mode, the free wins for playing with broken stuff and need low or no decision make at all, if the class receive the necessary nerfs they will need to learn how to play and are too lazy for that.
People need to stop defending DH. It's completely absurd. Have you actually checked the stats of the most popular tempo DH list with over 200k sample size? not everyone has a hsreplay sub so I get that. But it's 56.8% vs gala rogue, a matchup most people think is even. 65.9% vs highlander mage. 61.5% vs highlander hunter. 57.3% vs galakrond priest. 69.2% vs galakrond warlock. 60.3% vs zoo warlock. Shaman isn't even a class (the win rate is so high I don't dare mention it). It's about 65% - 70% vs druid, its 55.7% vs other worse tempo hunter lists, its 70% vs highlander hunter. It's 49.2% vs face hunter, a matchup which is thought to be unfavourable (it's basically even). In fact the only unfavourable matchup is egg warrior at 44.6%. The deck that is supposed to hard counter this deck is just a 44.6% win rate. Enrage warrior is 48.9%.
So basically egg warrior can beat it a small majority of the time with enrage warrior and face hunter almost break even and everything else getting utterly and completely pwned. I mean its 64.2% vs even murloc paladin! Control warrior, a deck which was previously relied upon to beat aggro decks is very unfavoured. Don't even talk about galakrond warrior. That loss percent is almost the worst of all the decks at a shopping 77.4%. The only thing that loses more is a shaman deck.
Something needs to change.
The people defending this BS are the one don't want to lose your cheat machine, the very easy mode, the free wins for playing with broken stuff and need low or no decision make at all, if the class receive the necessary nerfs they will need to learn how to play and are too lazy for that.
well said mate. Gotta ignore these small-brained aggro lovers
The other thing people may not realise though is even if they nerf the popular DH builds, their other cards are still busted. They don't see play though since they are a bit less busted then the best cards. Raging felscreamer is still going to be overpowered in this deck even if they nerf priestess. Let's look at other busted cards that arn't run:
1. Consume magic. It's basically earthshock without the one damage at its base form but outcast it draws a card too!
2. Furious Felfin is a 2 mana 4/2 with rush. If you want to include the DH hero power its 3 mana but then that hero power gets them other benefits from the likes of battlefiend.
3. Blade dance is a better blade flurry since it only costs 2 mana and doesn't require a weapon.
4. Imprisoned antaen. 10 unavoidable damage for 6 mana, 4 mana with felscreamer and then you get a 10/6. Too strong even for a dormant minion.
5. Flamereaper - an absurdly strong control weapon. Given the lifesteal and taunts in this deck that no one plays, it's imo better than gorehowl.
6. Wrathspike brute - wow what a taunt. this card alone destroys any deck going wide e.g. aggro deck (and combine it with ashtounge battlelord on 4 it's an insane anti aggro deck, meaning aggro paladin won't be a thing in the near future).
7. Pit commander - insane because it has a taunt so you can play it without immediately dying the next turn even if your opponent has a board.
8. Nethrandamus - instant board. Can be just as strong as dragonqueen alexstraza and often stronger (and of course you can run dragonqueen alexstraza too).
The last two though arn't so bad, just strong end game cards. The silences, taunts, card draw, weapons and the better blade flurry (especially the blade flurry) seem busted.
That card might be the most broken card I've ever seen. That's all.
Well you are wrong. I mean its so OP that most of players start to cut it from DH decks. Soooooo OP.
He isn't wrong per se. It's just the reason it's cut is the rest of the deck is so busted. Altruis combined with the rest of DH mechanics is by far the most overpowered card in standard. Not priestess. Altruis has no counter play. The reason it's so broken is the end effect that gets pulled off consistently almost every game (at least when played by legend players). This is because of the card draw, outcast mechanic, free spells etc. What they do is even if you play dragonqueen alexstraza on 9 with 20 hp into a DH and create a board of 8/8s/big taunts they clear your entire board, do 8 damage there and then hit you in the face for often another 6 - 8 damage. You lose your whole board and down to being almost dead. Then the next turn they can play their second priestess and then people say the priestess is overpowered. It is indeed overpowered when it can be played on turn 5. It's overpowered when you compare it to ragnaros the firelord because priestess is better (less mana and it can attack plus you can run two copies). But altruis means that even if you are a control deck which can survive their aggro you still the majority of time will lose. Altruis needs to not hit heroes for one, secondly it should do damage to ALL minions and thirdly skull of guldan needs a nerf so that the card isn't so busted because that card makes altruis insane. now all this assumes your deck can live past turn 5 because the trouble is if you're playing a fair and honest home brew deck you will just be dead on turn 5 even through a large taunt a good percent of the time and therefore altruis may not seem like the issue.
If they don't want to fix the game they should just release a new game mode which is tacked onto both standard and wild. You could do a best of 3 like MTG Arena but my preferred option would be each player brings three decks and then there is a ban and you play one game. Then no one would bring DH since it would always be banned. It would though make the game more playable. You can do best of three with a side deck too, that would be kind of cool (limited to say 5 cards). then they could add in more tribe specific counters. For example we have hungry crab vs murlocs and there is a neutral minion which gets a stat buff and rush if your opponent controls a dragon. If they had counterplay for demons that might be good.
That card might be the most broken card I've ever seen. That's all.
Well you are wrong. I mean its so OP that most of players start to cut it from DH decks. Soooooo OP.
He isn't wrong per se. It's just the reason it's cut is the rest of the deck is so busted. Altruis combined with the rest of DH mechanics is by far the most overpowered card in standard. Not priestess. Altruis has no counter play. The reason it's so broken is the end effect that gets pulled off consistently almost every game (at least when played by legend players). This is because of the card draw, outcast mechanic, free spells etc. What they do is even if you play dragonqueen alexstraza on 9 with 20 hp into a DH and create a board of 8/8s/big taunts they clear your entire board, do 8 damage there and then hit you in the face for often another 6 - 8 damage. You lose your whole board and down to being almost dead. Then the next turn they can play their second priestess and then people say the priestess is overpowered. It is indeed overpowered when it can be played on turn 5. It's overpowered when you compare it to ragnaros the firelord because priestess is better (less mana and it can attack plus you can run two copies). But altruis means that even if you are a control deck which can survive their aggro you still the majority of time will lose. Altruis needs to not hit heroes for one, secondly it should do damage to ALL minions and thirdly skull of guldan needs a nerf so that the card isn't so busted because that card makes altruis insane. now all this assumes your deck can live past turn 5 because the trouble is if you're playing a fair and honest home brew deck you will just be dead on turn 5 even through a large taunt a good percent of the time and therefore altruis may not seem like the issue.
If they don't want to fix the game they should just release a new game mode which is tacked onto both standard and wild. You could do a best of 3 like MTG Arena but my preferred option would be each player brings three decks and then there is a ban and you play one game. Then no one would bring DH since it would always be banned. It would though make the game more playable. You can do best of three with a side deck too, that would be kind of cool (limited to say 5 cards). then they could add in more tribe specific counters. For example we have hungry crab vs murlocs and there is a neutral minion which gets a stat buff and rush if your opponent controls a dragon. If they had counterplay for demons that might be good.
And again you are wrong. Altruis or Skull are good cards but they are like Edwin... good but totally not broken. They seems to be better then they are cuz you see them when they are good and not ehen they are stuck in hand and ruining other plays.
So... DH is not even best deck now and totally not OP so stop whining and learn how to play against it. That will do much better.
That card might be the most broken card I've ever seen. That's all.
Well you are wrong. I mean its so OP that most of players start to cut it from DH decks. Soooooo OP.
He isn't wrong per se. It's just the reason it's cut is the rest of the deck is so busted. Altruis combined with the rest of DH mechanics is by far the most overpowered card in standard. Not priestess. Altruis has no counter play. The reason it's so broken is the end effect that gets pulled off consistently almost every game (at least when played by legend players). This is because of the card draw, outcast mechanic, free spells etc. What they do is even if you play dragonqueen alexstraza on 9 with 20 hp into a DH and create a board of 8/8s/big taunts they clear your entire board, do 8 damage there and then hit you in the face for often another 6 - 8 damage. You lose your whole board and down to being almost dead. Then the next turn they can play their second priestess and then people say the priestess is overpowered. It is indeed overpowered when it can be played on turn 5. It's overpowered when you compare it to ragnaros the firelord because priestess is better (less mana and it can attack plus you can run two copies). But altruis means that even if you are a control deck which can survive their aggro you still the majority of time will lose. Altruis needs to not hit heroes for one, secondly it should do damage to ALL minions and thirdly skull of guldan needs a nerf so that the card isn't so busted because that card makes altruis insane. now all this assumes your deck can live past turn 5 because the trouble is if you're playing a fair and honest home brew deck you will just be dead on turn 5 even through a large taunt a good percent of the time and therefore altruis may not seem like the issue.
If they don't want to fix the game they should just release a new game mode which is tacked onto both standard and wild. You could do a best of 3 like MTG Arena but my preferred option would be each player brings three decks and then there is a ban and you play one game. Then no one would bring DH since it would always be banned. It would though make the game more playable. You can do best of three with a side deck too, that would be kind of cool (limited to say 5 cards). then they could add in more tribe specific counters. For example we have hungry crab vs murlocs and there is a neutral minion which gets a stat buff and rush if your opponent controls a dragon. If they had counterplay for demons that might be good.
And again you are wrong. Altruis or Skull are good cards but they are like Edwin... good but totally not broken. They seems to be better then they are cuz you see them when they are good and not ehen they are stuck in hand and ruining other plays.
So... DH is not even best deck now and totally not OP so stop whining and learn how to play against it. That will do much better.
The stats certainly make it look like it's overpowered. I mean druid, mage, paladin, shaman and warlock arn't even classes. Priest is barely a class. Here are the stats of the most popular tempo DH list:
Let's compare this to egg warrior, a class many people think is tier 1 due to it having a favourable matchup vs DH. You can see that while it does well vs DH, it does extremely poorly vs other classes and therefore this tends to indicate the deck is balanced. It has a true hard counter in priest. A counter the likes that DH has never seen. Gala secret rogue is 50/50, but then if you look at the other classes aside from warlock everyone has a deck that they can use to beat enrage warrior. Even shaman and paladin. Even DH does. This is the difference between overpowered and balanced.
I argue the data proves itself and the only reasonable conclusion is that tempo DH simply has better cards than everyone else which leads it to winning vs almost every deck in the game a majority of the time with no true hard counter.
If I want to beat enrage warrior a vast majority of the time I can build a deck to do that. What deck can I use that will beat a tempo DH at least 70% of the time (assuming competent pilots). I dare say it doesn't exist. Enrage warrior? Easily? I can take a rez priest and if I wanted to I could add in even more tech such as weapon destruction to improve the matchup even more at the expense of other matchups. There does not appear to be a collection of cards in standard I can use to hard counter DH, even if I did not care about any other matchup. At best I can get a favourable matchup with egg warrior, but no means a crushing matchup.
That card might be the most broken card I've ever seen. That's all.
Well you are wrong. I mean its so OP that most of players start to cut it from DH decks. Soooooo OP.
He isn't wrong per se. It's just the reason it's cut is the rest of the deck is so busted. Altruis combined with the rest of DH mechanics is by far the most overpowered card in standard. Not priestess. Altruis has no counter play. The reason it's so broken is the end effect that gets pulled off consistently almost every game (at least when played by legend players). This is because of the card draw, outcast mechanic, free spells etc. What they do is even if you play dragonqueen alexstraza on 9 with 20 hp into a DH and create a board of 8/8s/big taunts they clear your entire board, do 8 damage there and then hit you in the face for often another 6 - 8 damage. You lose your whole board and down to being almost dead. Then the next turn they can play their second priestess and then people say the priestess is overpowered. It is indeed overpowered when it can be played on turn 5. It's overpowered when you compare it to ragnaros the firelord because priestess is better (less mana and it can attack plus you can run two copies). But altruis means that even if you are a control deck which can survive their aggro you still the majority of time will lose. Altruis needs to not hit heroes for one, secondly it should do damage to ALL minions and thirdly skull of guldan needs a nerf so that the card isn't so busted because that card makes altruis insane. now all this assumes your deck can live past turn 5 because the trouble is if you're playing a fair and honest home brew deck you will just be dead on turn 5 even through a large taunt a good percent of the time and therefore altruis may not seem like the issue.
If they don't want to fix the game they should just release a new game mode which is tacked onto both standard and wild. You could do a best of 3 like MTG Arena but my preferred option would be each player brings three decks and then there is a ban and you play one game. Then no one would bring DH since it would always be banned. It would though make the game more playable. You can do best of three with a side deck too, that would be kind of cool (limited to say 5 cards). then they could add in more tribe specific counters. For example we have hungry crab vs murlocs and there is a neutral minion which gets a stat buff and rush if your opponent controls a dragon. If they had counterplay for demons that might be good.
And again you are wrong. Altruis or Skull are good cards but they are like Edwin... good but totally not broken. They seems to be better then they are cuz you see them when they are good and not ehen they are stuck in hand and ruining other plays.
So... DH is not even best deck now and totally not OP so stop whining and learn how to play against it. That will do much better.
The stats certainly make it look like it's overpowered. I mean druid, mage, paladin, shaman and warlock arn't even classes. Priest is barely a class. Here are the stats of the most popular tempo DH list:
Let's compare this to egg warrior, a class many people think is tier 1 due to it having a favourable matchup vs DH. You can see that while it does well vs DH, it does extremely poorly vs other classes and therefore this tends to indicate the deck is balanced. It has a true hard counter in priest. A counter the likes that DH has never seen. Gala secret rogue is 50/50, but then if you look at the other classes aside from warlock everyone has a deck that they can use to beat enrage warrior. Even shaman and paladin. Even DH does. This is the difference between overpowered and balanced.
I argue the data proves itself and the only reasonable conclusion is that tempo DH simply has better cards than everyone else which leads it to winning vs almost every deck in the game a majority of the time with no true hard counter.
If I want to beat enrage warrior a vast majority of the time I can build a deck to do that. What deck can I use that will beat a tempo DH at least 70% of the time (assuming competent pilots). I dare say it doesn't exist. Enrage warrior? Easily? I can take a rez priest and if I wanted to I could add in even more tech such as weapon destruction to improve the matchup even more at the expense of other matchups. There does not appear to be a collection of cards in standard I can use to hard counter DH, even if I did not care about any other matchup. At best I can get a favourable matchup with egg warrior, but no means a crushing matchup.
if they make it 8 mana it would be much better cause then when you have Raging Felscreamer it doesn't curve into priestess but need to don't play demons on 5, or when you play Raging Felscreamer you are playing of curve
Just shave off a number or two. That's the classic nerf, and it usually works well. Priestess of Fury isn't an unfixable design, she's a reasonable design which is just too strong. Basic nerfs would work on her.
But yeah, pretty much the whole of DH is a bit too strong. Outcast is just underpriced--it wound up being a lot easier to use all of these cards consistently. Stats and effects on minions are generally a bit much for the price.
The thing which irks me is that the top-end of DH is pretty cool. Coilfang Warlord and Hulking Overfiend and all the other "Big Demons" stuff is a bunch of fun, but the deck reduces down to a face deck that's even sometimes cutting stuff like Priestess of Fury or Skull of Gul'Dan, because why bother having a card you typically won't play until Turn 7 if you win on Turn 6?
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I don't think that Blizzard - maybe aside from minor tweaks - will nerf DH even further at this point. At first he was broken, OP and unbeatable. Now he is just broken and OP, but (barely) beatable by some specific classes and decks, which seems fine for Blizzard. To me this implies, that they made him that way on purpose.
IMO they wanted to lure new players to the game and cash them ASAP (as this is recent, ongoing Blizzard's philosophy). However, before new player wants to pay, he must first become addicted to the game. Yet this will never happen if he's not having fun. And what gives more fun than winning games, even despite the lack of experience, skill and a large collection of cards? DH is exactly where Blizzard wanted him to be, so don't expect nerf soon.
The best thing we can do is to STOP PLAYING and most importantly, STOP PAYING. This is the only argument that appeals to them.
I for one i stopped playing HS except for daily quest in brawl mode and I count to keep doing so until they do something. In the meantime, Legends of Runeterra is a great game, and it's totally free
although i totally agree with what you said about the reasoing behind the creation of the "op demon hunter class", i dont think nothing will change if you stop playing or paying. 1 person will make no difference, or ten more people, or hundred more people, or thousand.. You are just an ant in the forest. Believing to be able to make a change in this particular system is foolishness
What you can do is get along with the system and enjoy what you can, and if you cant do that, well, dont be a part of this system and seek fun and whatever you seek elsewhere.
Been paying attention to my DH games. Facing one and playing with it ive noticed thay each time that card survived a turn it was a win for the DH 100% of the time. Those kind of thing only happen with legendary cards. This is a rare and u can run 2 of them.
Its Rag but better. And to think he was HoF
Alot less scary in other matches? I hate seeing her when I'm running a control deck. I most likely just spent my turn clearing their board, then they just play her and I immediately eat 6 damage. That really feels frustrating, and if I can't answer her, I lose on the spot. She's disgusting and was only not seeing more play earlier due to sac pact.
If it were a legendary and cost 10 mana it would still be op. Along with Altrius, Skull of Guldan and Warglaives they all need nerfing to the ground.
but as others have said, this will not happen. Blizzard have only cared about making/milking money off people for so many years now that nobody is surprised by their actions anymore.
You just need to wait a little while and there will be some new op deck to replace these DH decks so they can milk even more money off people.
I started playing blizz games when Warcraft 2 came out and loved the company but after playing wow for 7 years and hs since beta I’ve stopped supporting them financially, haven’t spent a penny on their games for over 4 years now, just try and enjoy the free side of hs, as frustrating as it is.
As you said priestess will be a lot better payed from behind, when is aggro DH ever behind by turn 7 or 5 if discounted? I highly doubt that it will be worth running priestess in an aggro deck given that most of the time your opponent's side of the board will be empty and given that almost all control decks can deal with it from hand. The difference with the current version of priestess is that if priestess is played on an empty board on turn 7 now, you are probably already down to around 10-15 hp, at which point even if you use your removal you are probably dead to glaives/metamorphosis/kayn.
Now I agree that if priestess were to hit only minions, there is some potential for a control/highlander version of DH becoming a problem. If that is the case, then maybe a small stat nerf could be required.
Also comparing Reno to Priestess is not really a fair comparison; mage has a ton of ways to remove/stall minions, DH doesn't.
People need to stop defending DH. It's completely absurd. Have you actually checked the stats of the most popular tempo DH list with over 200k sample size? not everyone has a hsreplay sub so I get that. But it's 56.8% vs gala rogue, a matchup most people think is even. 65.9% vs highlander mage. 61.5% vs highlander hunter. 57.3% vs galakrond priest. 69.2% vs galakrond warlock. 60.3% vs zoo warlock. Shaman isn't even a class (the win rate is so high I don't dare mention it). It's about 65% - 70% vs druid, its 55.7% vs other worse tempo hunter lists, its 70% vs highlander hunter. It's 49.2% vs face hunter, a matchup which is thought to be unfavourable (it's basically even). In fact the only unfavourable matchup is egg warrior at 44.6%. The deck that is supposed to hard counter this deck is just a 44.6% win rate. Enrage warrior is 48.9%.
So basically egg warrior can beat it a small majority of the time with enrage warrior and face hunter almost break even and everything else getting utterly and completely pwned. I mean its 64.2% vs even murloc paladin! Control warrior, a deck which was previously relied upon to beat aggro decks is very unfavoured. Don't even talk about galakrond warrior. That loss percent is almost the worst of all the decks at a shopping 77.4%. The only thing that loses more is a shaman deck.
Something needs to change.
The people defending this BS are the one don't want to lose your cheat machine, the very easy mode, the free wins for playing with broken stuff and need low or no decision make at all, if the class receive the necessary nerfs they will need to learn how to play and are too lazy for that.
well said mate. Gotta ignore these small-brained aggro lovers
The other thing people may not realise though is even if they nerf the popular DH builds, their other cards are still busted. They don't see play though since they are a bit less busted then the best cards. Raging felscreamer is still going to be overpowered in this deck even if they nerf priestess. Let's look at other busted cards that arn't run:
1. Consume magic. It's basically earthshock without the one damage at its base form but outcast it draws a card too!
2. Furious Felfin is a 2 mana 4/2 with rush. If you want to include the DH hero power its 3 mana but then that hero power gets them other benefits from the likes of battlefiend.
3. Blade dance is a better blade flurry since it only costs 2 mana and doesn't require a weapon.
4. Imprisoned antaen. 10 unavoidable damage for 6 mana, 4 mana with felscreamer and then you get a 10/6. Too strong even for a dormant minion.
5. Flamereaper - an absurdly strong control weapon. Given the lifesteal and taunts in this deck that no one plays, it's imo better than gorehowl.
6. Wrathspike brute - wow what a taunt. this card alone destroys any deck going wide e.g. aggro deck (and combine it with ashtounge battlelord on 4 it's an insane anti aggro deck, meaning aggro paladin won't be a thing in the near future).
7. Pit commander - insane because it has a taunt so you can play it without immediately dying the next turn even if your opponent has a board.
8. Nethrandamus - instant board. Can be just as strong as dragonqueen alexstraza and often stronger (and of course you can run dragonqueen alexstraza too).
The last two though arn't so bad, just strong end game cards. The silences, taunts, card draw, weapons and the better blade flurry (especially the blade flurry) seem busted.
Well you are wrong. I mean its so OP that most of players start to cut it from DH decks. Soooooo OP.
He isn't wrong per se. It's just the reason it's cut is the rest of the deck is so busted. Altruis combined with the rest of DH mechanics is by far the most overpowered card in standard. Not priestess. Altruis has no counter play. The reason it's so broken is the end effect that gets pulled off consistently almost every game (at least when played by legend players). This is because of the card draw, outcast mechanic, free spells etc. What they do is even if you play dragonqueen alexstraza on 9 with 20 hp into a DH and create a board of 8/8s/big taunts they clear your entire board, do 8 damage there and then hit you in the face for often another 6 - 8 damage. You lose your whole board and down to being almost dead. Then the next turn they can play their second priestess and then people say the priestess is overpowered. It is indeed overpowered when it can be played on turn 5. It's overpowered when you compare it to ragnaros the firelord because priestess is better (less mana and it can attack plus you can run two copies). But altruis means that even if you are a control deck which can survive their aggro you still the majority of time will lose. Altruis needs to not hit heroes for one, secondly it should do damage to ALL minions and thirdly skull of guldan needs a nerf so that the card isn't so busted because that card makes altruis insane. now all this assumes your deck can live past turn 5 because the trouble is if you're playing a fair and honest home brew deck you will just be dead on turn 5 even through a large taunt a good percent of the time and therefore altruis may not seem like the issue.
If they don't want to fix the game they should just release a new game mode which is tacked onto both standard and wild. You could do a best of 3 like MTG Arena but my preferred option would be each player brings three decks and then there is a ban and you play one game. Then no one would bring DH since it would always be banned. It would though make the game more playable. You can do best of three with a side deck too, that would be kind of cool (limited to say 5 cards). then they could add in more tribe specific counters. For example we have hungry crab vs murlocs and there is a neutral minion which gets a stat buff and rush if your opponent controls a dragon. If they had counterplay for demons that might be good.
Here's a few cards can do something about the Priestess of Fury.
Shadow Word: Death, Forbidden Words, Soul Mirror, Polymorph: Boar, Potion of Polymorph, Polymorph, Assassinate, Walk the Plank, Vilespine Slayer, Crushing Hand, Devolve, Hex, Inner Demon, Coilfang Warlord, Naturalize, Poison Seeds, Mulchmuncher, Deadly Shot, Swarm of Locusts, Dinotamer Brann, King Krush, Siphon Soul, Twisting Nether, and on and on and on.
And again you are wrong. Altruis or Skull are good cards but they are like Edwin... good but totally not broken. They seems to be better then they are cuz you see them when they are good and not ehen they are stuck in hand and ruining other plays.
So... DH is not even best deck now and totally not OP so stop whining and learn how to play against it. That will do much better.
The stats certainly make it look like it's overpowered. I mean druid, mage, paladin, shaman and warlock arn't even classes. Priest is barely a class. Here are the stats of the most popular tempo DH list:
Let's compare this to egg warrior, a class many people think is tier 1 due to it having a favourable matchup vs DH. You can see that while it does well vs DH, it does extremely poorly vs other classes and therefore this tends to indicate the deck is balanced. It has a true hard counter in priest. A counter the likes that DH has never seen. Gala secret rogue is 50/50, but then if you look at the other classes aside from warlock everyone has a deck that they can use to beat enrage warrior. Even shaman and paladin. Even DH does. This is the difference between overpowered and balanced.
I argue the data proves itself and the only reasonable conclusion is that tempo DH simply has better cards than everyone else which leads it to winning vs almost every deck in the game a majority of the time with no true hard counter.
If I want to beat enrage warrior a vast majority of the time I can build a deck to do that. What deck can I use that will beat a tempo DH at least 70% of the time (assuming competent pilots). I dare say it doesn't exist. Enrage warrior? Easily? I can take a rez priest and if I wanted to I could add in even more tech such as weapon destruction to improve the matchup even more at the expense of other matchups. There does not appear to be a collection of cards in standard I can use to hard counter DH, even if I did not care about any other matchup. At best I can get a favourable matchup with egg warrior, but no means a crushing matchup.
Are those whole ladder ranks data?
Remove the demon tag so it stops being playable for 5 mana.
if they make it 8 mana it would be much better cause then when you have Raging Felscreamer it doesn't curve into priestess but need to don't play demons on 5, or when you play Raging Felscreamer you are playing of curve
Just shave off a number or two. That's the classic nerf, and it usually works well. Priestess of Fury isn't an unfixable design, she's a reasonable design which is just too strong. Basic nerfs would work on her.
But yeah, pretty much the whole of DH is a bit too strong. Outcast is just underpriced--it wound up being a lot easier to use all of these cards consistently. Stats and effects on minions are generally a bit much for the price.
The thing which irks me is that the top-end of DH is pretty cool. Coilfang Warlord and Hulking Overfiend and all the other "Big Demons" stuff is a bunch of fun, but the deck reduces down to a face deck that's even sometimes cutting stuff like Priestess of Fury or Skull of Gul'Dan, because why bother having a card you typically won't play until Turn 7 if you win on Turn 6?