At the moment (I change my mind a lot!) I'm finding them all pretty cool. The variety is impressive...even between superficially similar talents like warrior and priest, each of which has situational advantages.
The only one I'm not thrilled about yet is the warlock talent. The WoW warlock could afford to life tap because of the number of self-heals and drains available. In HS, the warlock is a bit too self-damaging for my taste, without enough recovery power. (I'm including the whole play style now, not just life tap. Too many forced discards!) If he had a few more options to steal health from his minions, for example, I'd be happier with the balance.
Mage is best imo because it can remove 1 health minions without retaliation (even big guys with 1 health left) Then druid who does basicly the same with retaliation -1 and rogue with retalition but can deal 2 dmg too. Warlock is awsome because of the draw power, but the health loss makes it below best. Shaman and paladin come next because they can get bodies on the board that can be a target for buff and if removed by the enemy with a card it will give the player card advantage. Then comes at worst warrior and hunter which have strategic value. Hunter is good because it deals dmg but warrior is good because it's an effective health and can be used for removal with other cards. I'm not so sure which is better. But priest is probably the worst because it's super reactive although it's probably the best reactive hero power. But in general I hate the fact that you need a dmged target to be able to use it. Everyone can hero power turn 2 if there is nothing better, priests can't if they weren't damaged turn 1. So I gave mage, druid and rogue a 5; warlock,paladin,shaman a 4; hunter and warrior a 3 and gave priests a 2. Though This is only in comparison generally speaking otherwise priests have a great hero power situationally.
Mage is flat out the best one. You can use it as removal, race, shoot your own enrage guys, drop divine shields. Direct damage is just very powerful and the fact that minions you shoot don't retaliate is great.
Warrior is the worst one - it doesn't affect the board in any way. There's only Shield Slam that interacts with armor. It is strictly inferior to the Hunter (which also doesn't affect the board). It's also strictly inferior to the Priest who can at least heal his minions.
The other ones IMO are really close and are good in certain decks or when combined with certain cards / mechanics.
People under rate the warrior hero power so badly. It can not only give you over 30hp, but it can make players think you are more vulnerable than you are. Playing the warrior is a mind game, trick you opponent into overextending and then destroy them.
People under rate the warrior hero power so badly. It can not only give you over 30hp, but it can make players think you are more vulnerable than you are. Playing the warrior is a mind game, trick you opponent into overextending and then destroy them.
It's funny how you're supposed to use your mind and play smart when you're Garrosh Hellscream.
People under rate the warrior hero power so badly. It can not only give you over 30hp, but it can make players think you are more vulnerable than you are. Playing the warrior is a mind game, trick you opponent into overextending and then destroy them.
It's funny how you're supposed to use your mind and play smart when you're Garrosh Hellscream.
Yeah I thought that was interesting as well, but the more I play warrior in masters, the more I see rather mind games behind it.
Nothing mind gaming about warrior HP, it's bad, it's the same as priest, yes yes you can go over 30, big whoop so the warrior power is a 2 and priest 1.
It's nothing to druid,rogue and more so mage who can ping and do a lot more, and lets not talk about warlock and how op that hp is. both control and rush(murloc) as a warlock is extremely successful due to it's hero power alone. You can opt out of drawing cards and get more useful cards.
Hunter one I find 3rd worst at best, board control is key in most matches even when your beast decking to rush it down, The hunter one is only used when you got nothing else useful to play for 1-2 mana unlike rogue,mage,druid,warlock and even priest at time where the use of the HP is a better choice then useng another 1-2 drop. Just look at it like card, would u want 1 dmg for 2 or 2 hero dmg for 2, Very easy choice in most cases unless your close to killing and wanting to put him on a clock.Paladin one is kinda in the same boat unless your using it to drop a buff on it next turn.
Nothing mind gaming about warrior HP, it's bad, it's the same as priest, yes yes you can go over 30, big whoop so the warrior power is a 2 and priest 1.
It's nothing to druid,rogue and more so mage who can ping and do a lot more, and lets not talk about warlock and how op that hp is. both control and rush(murloc) as a warlock is extremely successful due to it's hero power alone. You can opt out of drawing cards and get more useful cards.
Hunter one I find 3rd worst at best, board control is key in most matches even when your beast decking to rush it down, The hunter one is only used when you got nothing else useful to play for 1-2 mana unlike rogue,mage,druid,warlock and even priest at time where the use of the HP is a better choice then useng another 1-2 drop. Just look at it like card, would u want 1 dmg for 2 or 2 hero dmg for 2, Very easy choice in most cases unless your close to killing and wanting to put him on a clock.Paladin one is kinda in the same boat unless your using it to drop a buff on it next turn.
So to sum it up
Crap: Priest,warrior
Filler: Paladin,hunter
Good: rogue,druid,mage,shaman
Best: Warlock
What really you think so??? I think the warlock one is the worst of them...
Bottom Tier - Abilities that generate ZERO advantage, and do nothing (or almost nothing) towards improving the players control of the board.
Warrior - It is common knowledge in Card Games that the only health that matters is the very last point. The Warrior ability is not only incredibly inflexible (enabling them to only target themself) but also touts what is arguably the absolute weakest mechanic for an ability, personal healing. The warriors ability does absolute nothing to improve their control of the board, it does nothing in regards to improving the options to deal with threats, or much anything at all. There is no context in which a Warrior could win a game using their ability.
Hunter - The Hunter's ability is a direct counterpoint to the Warrior's. It is extremely inflexible (Allowing the Hunter to only target the opponent's Hero) but deals damage instead of augmenting health. By virtue of being a damaging ability of an equal magnitude, 'Steady Shot' is inherently superior to the Warrior's ability, but still suffers from the exact same limitations: It does nothing in regards to improving the players options to deal with threats, has no impact on the state of the board whatsoever, and cannot generate any real advantage in any situation. However, unlike the Warrior, it is possible for a Hunter to defeat someone using their ability.
Priest - At first glance, many would consider the Priest's ability the true counterpart to the Hunter, however, this isn't true. The Priest's ability, unlike the Warrior's, is flexible. You can target your own minions in order to survive or recoup from trades you otherwise may not have won, and outside of already being at maximum hitpoints, your hero ability provides every 'benefit' that the Warrior's does. There are also several more cards that synergize with healing than cards that can benefit from your Hero's armor value. Unfortunately, unlike the other six classes, the Priest's ability has no real method or manner of actually generating advantage or offering real board control. It does improve your options in regards to trading potential, though. Because it possesses a -very small- capacity towards gaining advantage, the Priest ability sits somewhere midway between the Bottom and the Mid tiers.
Mid Tier - Abilities that indirectly generate advantage by controlling the board; It is not guaranteed that you will generate any Card Advantage upon using these abilities, although it is often possible.
Druid - The worst of the trio, the Druid has all the weaknesses of the rogue (minus the vulnerability to equipment destruction) and none of it's advantages, it also lacks the versatility of the mage. The armor component of the Druid's ability is completely negligible. Unfortunately, the Druid ability has zero synergy with any cards in the game, unlike both the Mage and Rogue.
Mage - The most versatile of the trio, the Mage doesn't suffer recoil damage like the Druid or Rogue, isn't vulnerable to most Secrets or Freezing, bypasses Taunt AND has wonderful synergy with several Enrage creatures as you can ping your own monsters. The Mage has the advantage of being able to utilize it's ability in almost every situation without fear, and unlike the Druid and Rogue's vulnerability to taunt and Freezing, there is nothing that can protect you from the Mage.
Rogue - While lacking the versatility of the Mage, the rogue makes up for it with raw power. Unlike the other two, the Rogue gains 2 instances of damage usable over multiple rounds instead of a singular use, and can also empower its weapon to deal with 2 toughness threats. The Rogue's ability also has incredible innate synergy with most of the Pirate cards, and allows the player to always take advantage of creatures that benefit weapons. Like the Druid, the Rogue is vulnerable to several secrets, freezing and taunting creatures as well as suffering a vulnerability to weapon destruction (an extremely minor weakness). It's due to this raw power and synergy with such a powerful creature archetype (Pirates) that the rogue manages to outclass it's peers in the Mid Tier.
High Tier - Abilities that directly generate advantage. It is guaranteed that you will generate advantage any time you activate these abilities, whether that be in the form of a free creature or an extra card.
Paladin - The Paladin's ability is an immediate +1, that also gives you an immediate creature. Unlike the Druid/Mage/Rogue, the 1/1 creature can benefit from other cards, and generate continuous advantage every single turn. While it is vulnerable to removal and the like, it forces the opponent into a situation where they actually have to use that removal on something you generated essentially for free. As well, this "Power" can benefit from things like buffs and has synergy with a -tremendous- number of creatures and abilities. The flaw is that these creatures provide absolutely no utility and suffer from all the weaknesses that plague any X/1 creature.
Shaman - Like the Paladin, the Shaman's ability is also an immediate +1, giving you a creature! Unlike the Paladin, this creature is random but provides immense utility. As creatures, these totems offer incredible perks, and only one of them suffers from the X/1 drawback. Not only this, but the Shaman's ability provides sources for two highly desirable buffs; both Taunt AND Spell Power!
Warlock - Ah, Card Draw mechanics. The Warlock's ability is a free, automatic draw engine. Instead of having an ability that offers you weaker variations of regular cards, you get the real thing instead! All at the measly cost of 2 life. If there is anything that any competitive Card Game player understands, it's the power of Card Advantage, and nothing screams Card Advantage more than an always available, unilateral draw engine. Unlike any other class, there is not a singular situation where you aren't "rewarded" for using your ability. You will always get a free +1 off of your hero power, and because of that, your mid-late game is inherently superior to most other classes. Where most heroes may struggle due to the topdeck, and have to fend you off with (at this stage in the game) piteous X/1 creatures, or single points of damage, you are digging through your deck at twice their pace, drawing into real threats and options.
TL;DR - Each Hero Ability sits in a distinct tier, and within each tier there are distinct differences in power level still.
@pudgy Shaman is rng and there no 0/2 cards that does what they do for 2 mana, Nor is there a 2 drop that is only a 1/1.So how you find it OP I have no clue. Situationaly good at best.
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So which hero power is the strongest, and which is the weakest? Rate them (5 for very strong, 0 for very weak)
At the moment (I change my mind a lot!) I'm finding them all pretty cool. The variety is impressive...even between superficially similar talents like warrior and priest, each of which has situational advantages.
The only one I'm not thrilled about yet is the warlock talent. The WoW warlock could afford to life tap because of the number of self-heals and drains available. In HS, the warlock is a bit too self-damaging for my taste, without enough recovery power. (I'm including the whole play style now, not just life tap. Too many forced discards!) If he had a few more options to steal health from his minions, for example, I'd be happier with the balance.
Mage is best imo because it can remove 1 health minions without retaliation (even big guys with 1 health left) Then druid who does basicly the same with retaliation -1 and rogue with retalition but can deal 2 dmg too. Warlock is awsome because of the draw power, but the health loss makes it below best. Shaman and paladin come next because they can get bodies on the board that can be a target for buff and if removed by the enemy with a card it will give the player card advantage. Then comes at worst warrior and hunter which have strategic value. Hunter is good because it deals dmg but warrior is good because it's an effective health and can be used for removal with other cards. I'm not so sure which is better. But priest is probably the worst because it's super reactive although it's probably the best reactive hero power. But in general I hate the fact that you need a dmged target to be able to use it. Everyone can hero power turn 2 if there is nothing better, priests can't if they weren't damaged turn 1. So I gave mage, druid and rogue a 5; warlock,paladin,shaman a 4; hunter and warrior a 3 and gave priests a 2. Though This is only in comparison generally speaking otherwise priests have a great hero power situationally.
Let me change your mind
Mage is flat out the best one. You can use it as removal, race, shoot your own enrage guys, drop divine shields. Direct damage is just very powerful and the fact that minions you shoot don't retaliate is great.
Warrior is the worst one - it doesn't affect the board in any way. There's only Shield Slam that interacts with armor. It is strictly inferior to the Hunter (which also doesn't affect the board). It's also strictly inferior to the Priest who can at least heal his minions.
The other ones IMO are really close and are good in certain decks or when combined with certain cards / mechanics.
People under rate the warrior hero power so badly. It can not only give you over 30hp, but it can make players think you are more vulnerable than you are. Playing the warrior is a mind game, trick you opponent into overextending and then destroy them.
If they can't handle simple arithmetic then you probably have a pretty good chance of winning anyways.
The problem is a lot of people don't realize that armor is = to health.
It's funny how you're supposed to use your mind and play smart when you're Garrosh Hellscream.
Yeah I thought that was interesting as well, but the more I play warrior in masters, the more I see rather mind games behind it.
Nothing mind gaming about warrior HP, it's bad, it's the same as priest, yes yes you can go over 30, big whoop so the warrior power is a 2 and priest 1.
It's nothing to druid,rogue and more so mage who can ping and do a lot more, and lets not talk about warlock and how op that hp is. both control and rush(murloc) as a warlock is extremely successful due to it's hero power alone. You can opt out of drawing cards and get more useful cards.
Hunter one I find 3rd worst at best, board control is key in most matches even when your beast decking to rush it down, The hunter one is only used when you got nothing else useful to play for 1-2 mana unlike rogue,mage,druid,warlock and even priest at time where the use of the HP is a better choice then useng another 1-2 drop. Just look at it like card, would u want 1 dmg for 2 or 2 hero dmg for 2, Very easy choice in most cases unless your close to killing and wanting to put him on a clock.Paladin one is kinda in the same boat unless your using it to drop a buff on it next turn.
So to sum it up
Crap: Priest,warrior
Filler: Paladin,hunter
Good: rogue,druid,mage,shaman
Best: Warlock
What really you think so??? I think the warlock one is the worst of them...
Bottom Tier - Abilities that generate ZERO advantage, and do nothing (or almost nothing) towards improving the players control of the board.
Warrior - It is common knowledge in Card Games that the only health that matters is the very last point. The Warrior ability is not only incredibly inflexible (enabling them to only target themself) but also touts what is arguably the absolute weakest mechanic for an ability, personal healing. The warriors ability does absolute nothing to improve their control of the board, it does nothing in regards to improving the options to deal with threats, or much anything at all. There is no context in which a Warrior could win a game using their ability.
Hunter - The Hunter's ability is a direct counterpoint to the Warrior's. It is extremely inflexible (Allowing the Hunter to only target the opponent's Hero) but deals damage instead of augmenting health. By virtue of being a damaging ability of an equal magnitude, 'Steady Shot' is inherently superior to the Warrior's ability, but still suffers from the exact same limitations: It does nothing in regards to improving the players options to deal with threats, has no impact on the state of the board whatsoever, and cannot generate any real advantage in any situation. However, unlike the Warrior, it is possible for a Hunter to defeat someone using their ability.
Priest - At first glance, many would consider the Priest's ability the true counterpart to the Hunter, however, this isn't true. The Priest's ability, unlike the Warrior's, is flexible. You can target your own minions in order to survive or recoup from trades you otherwise may not have won, and outside of already being at maximum hitpoints, your hero ability provides every 'benefit' that the Warrior's does. There are also several more cards that synergize with healing than cards that can benefit from your Hero's armor value. Unfortunately, unlike the other six classes, the Priest's ability has no real method or manner of actually generating advantage or offering real board control. It does improve your options in regards to trading potential, though. Because it possesses a -very small- capacity towards gaining advantage, the Priest ability sits somewhere midway between the Bottom and the Mid tiers.
Mid Tier - Abilities that indirectly generate advantage by controlling the board; It is not guaranteed that you will generate any Card Advantage upon using these abilities, although it is often possible.
Druid - The worst of the trio, the Druid has all the weaknesses of the rogue (minus the vulnerability to equipment destruction) and none of it's advantages, it also lacks the versatility of the mage. The armor component of the Druid's ability is completely negligible. Unfortunately, the Druid ability has zero synergy with any cards in the game, unlike both the Mage and Rogue.
Mage - The most versatile of the trio, the Mage doesn't suffer recoil damage like the Druid or Rogue, isn't vulnerable to most Secrets or Freezing, bypasses Taunt AND has wonderful synergy with several Enrage creatures as you can ping your own monsters. The Mage has the advantage of being able to utilize it's ability in almost every situation without fear, and unlike the Druid and Rogue's vulnerability to taunt and Freezing, there is nothing that can protect you from the Mage.
Rogue - While lacking the versatility of the Mage, the rogue makes up for it with raw power. Unlike the other two, the Rogue gains 2 instances of damage usable over multiple rounds instead of a singular use, and can also empower its weapon to deal with 2 toughness threats. The Rogue's ability also has incredible innate synergy with most of the Pirate cards, and allows the player to always take advantage of creatures that benefit weapons. Like the Druid, the Rogue is vulnerable to several secrets, freezing and taunting creatures as well as suffering a vulnerability to weapon destruction (an extremely minor weakness). It's due to this raw power and synergy with such a powerful creature archetype (Pirates) that the rogue manages to outclass it's peers in the Mid Tier.
High Tier - Abilities that directly generate advantage. It is guaranteed that you will generate advantage any time you activate these abilities, whether that be in the form of a free creature or an extra card.
Paladin - The Paladin's ability is an immediate +1, that also gives you an immediate creature. Unlike the Druid/Mage/Rogue, the 1/1 creature can benefit from other cards, and generate continuous advantage every single turn. While it is vulnerable to removal and the like, it forces the opponent into a situation where they actually have to use that removal on something you generated essentially for free. As well, this "Power" can benefit from things like buffs and has synergy with a -tremendous- number of creatures and abilities. The flaw is that these creatures provide absolutely no utility and suffer from all the weaknesses that plague any X/1 creature.
Shaman - Like the Paladin, the Shaman's ability is also an immediate +1, giving you a creature! Unlike the Paladin, this creature is random but provides immense utility. As creatures, these totems offer incredible perks, and only one of them suffers from the X/1 drawback. Not only this, but the Shaman's ability provides sources for two highly desirable buffs; both Taunt AND Spell Power!
Warlock - Ah, Card Draw mechanics. The Warlock's ability is a free, automatic draw engine. Instead of having an ability that offers you weaker variations of regular cards, you get the real thing instead! All at the measly cost of 2 life. If there is anything that any competitive Card Game player understands, it's the power of Card Advantage, and nothing screams Card Advantage more than an always available, unilateral draw engine. Unlike any other class, there is not a singular situation where you aren't "rewarded" for using your ability. You will always get a free +1 off of your hero power, and because of that, your mid-late game is inherently superior to most other classes. Where most heroes may struggle due to the topdeck, and have to fend you off with (at this stage in the game) piteous X/1 creatures, or single points of damage, you are digging through your deck at twice their pace, drawing into real threats and options.
TL;DR - Each Hero Ability sits in a distinct tier, and within each tier there are distinct differences in power level still.
Bottom Tier
9: Warrior
8: Hunter
7: Priest
Mid Tier
6: Druid
5: Mage
4: Rogue
High Tier
3: Paladin
2: Shaman
1: Warlock
not so good - Priest / Warrior
(life advantage is almost useless. sometimes makes good trade with Minion/Weapon)
not all-round - Hunter / Walock
(its makes u force to damage race deck / rushing deck. I know.. still strong but I feel bad for not many options)
pretty good - Paladin
(u never failed at early game. because of it)
good - Druid / Rogue / Mage
(weapon-like and DD is always strong)
WTF !? OP !! - Shaman
(u spend only 2mana. enemy spend some mana and card for it)
Druid synergies with Savagery @ americanduelist.
@pudgy Shaman is rng and there no 0/2 cards that does what they do for 2 mana, Nor is there a 2 drop that is only a 1/1.So how you find it OP I have no clue. Situationaly good at best.