As we all know, hunter is a class meant for either a.) trolls or b.) noobs. I am fully aware of the fact that the hunters ability and class cards make it the best rushdown class by far. That said, there are some things about hunter that I can't stand. One of these things is kill command.
Imagine if you will a Hunter vs. Rogue match in which the Rogue consistently outplays her opponent every turn. The Rogue has an obscene card advantage because of her cult masters, and clears the board every chance she gets. The Hunter is consistently playing stealth cards and running them into his opponents hero. The Rogue sees that the Hunter is tracking, and assumes an unleash the hounds combo is incoming. Strangely enough, the Hunter has already used his two wolves, so she's not sure what is about to hit her. It is turn 9, and the Rogue has 10 health and incredible board control while the Hunter has 6 health and no board control to speak of. The hunter throws down a beast, and double kill commands the opposing hero. GG.
The first thing people say about double kill command is "Wow that's so OP, hunter has a 6 cost pyroblast". That is not strictly true. First of all, those two kill commands are much more versatile than a pyroblast. Dealing 5 damage separately is very different from dealing 10 damage at once. It can not only be used as an effective finisher, but also as removal. The drawback of this of course is that it costs 2 cards (or 3 if you count the beast) rather than one. Counting the beast is silly because almost all minions in beast decks are beasts, and its not like you're destroying the card, you're simply putting it into play. This is of course assuming you have no beasts (and probably no minions at all) on the field at the time. So, two cards. That's still worse than one, right? Wrong. This is where tracking comes into the act. With tracking, hunters can basically guarantee that they draw the card they want, when they want it. And card advantage? Who needs that when you're about to win the game... double kill command is the hunter equivalent of a pyroblast, except it is far more versatile, and, get this, you can use it without any rare or epic cards!
If you still aren't convinced, compare it to a shadow bolt. In any beast deck, the kill command will end up doing 5 damage instead of 4 for the same cost, AND it isn't minion specific, so it can be used to finish off the opponents hero. I mean, at least make the damn thing minion specific. Then it would be bearable. I just hate cards like unleash the hounds and kill command that allow hunters to win when they have no board control, especially when combined with cards like deadly shot that ensure a win if they DO have board control. You can't play lots of little minions because of unleash the hounds, and you can't play a few big minions because of deadly shot and kill command. If you try to play a medium amount of medium minions, they don't even bother with your minions and hit you in the face over and over till you die to double kill command. The job of the hunter is to analyze which of these three choices you will make, and adjust his BS combos accordingly.
I'm not saying hunter is OP. I beat hunters all the time. All I'm saying is that if a hunter "hits the mark", there isn't much you can do but sit and watch as your carefully constructed deck gets torn to pieces by chomping jaws, arrows, and hordes of angry doggies.
As we all know, hunter is a class meant for either a.) trolls or b.) noobs.
wow after reading that one line, I didnt even bother to read the rest cuz it just discredits the post all together, sad how people ruin so much time and work by saying something so stupid -_-;
I could argue that the same cheapness you see in the Hunter class can be observed in every class if you look with the right intent.
Kill command while seemingly unfair is a synergistic piece of the hunter's mid to late game.Tracking if you didn't know throws the other two cards away so you could get both Kill Commands in one instance of tracking and lose one.
Hunters aren't cheap they're tactical.
Also if a Hunter has you down to 12 health and still has both Kill commands presumably by 9 Mana (which is for the Timber Wolf + Double Kill Command + Steady Shot combo) you deserve to get hit by that. Just like if you don't adjust to a Mage beating you down to 10 health just to Pyroblast or even better Double Fireball + Frostbolt.
Sir_Nikotin you obviously did not read what I had to say about versatility, or that would become quite obvious. Messiahwolf you're probably right, but hunter just seems so much more BS than other classes y'know...
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As we all know, hunter is a class meant for either a.) trolls or b.) noobs. I am fully aware of the fact that the hunters ability and class cards make it the best rushdown class by far. That said, there are some things about hunter that I can't stand. One of these things is kill command.
Imagine if you will a Hunter vs. Rogue match in which the Rogue consistently outplays her opponent every turn. The Rogue has an obscene card advantage because of her cult masters, and clears the board every chance she gets. The Hunter is consistently playing stealth cards and running them into his opponents hero. The Rogue sees that the Hunter is tracking, and assumes an unleash the hounds combo is incoming. Strangely enough, the Hunter has already used his two wolves, so she's not sure what is about to hit her. It is turn 9, and the Rogue has 10 health and incredible board control while the Hunter has 6 health and no board control to speak of. The hunter throws down a beast, and double kill commands the opposing hero. GG.
The first thing people say about double kill command is "Wow that's so OP, hunter has a 6 cost pyroblast". That is not strictly true. First of all, those two kill commands are much more versatile than a pyroblast. Dealing 5 damage separately is very different from dealing 10 damage at once. It can not only be used as an effective finisher, but also as removal. The drawback of this of course is that it costs 2 cards (or 3 if you count the beast) rather than one. Counting the beast is silly because almost all minions in beast decks are beasts, and its not like you're destroying the card, you're simply putting it into play. This is of course assuming you have no beasts (and probably no minions at all) on the field at the time. So, two cards. That's still worse than one, right? Wrong. This is where tracking comes into the act. With tracking, hunters can basically guarantee that they draw the card they want, when they want it. And card advantage? Who needs that when you're about to win the game... double kill command is the hunter equivalent of a pyroblast, except it is far more versatile, and, get this, you can use it without any rare or epic cards!
If you still aren't convinced, compare it to a shadow bolt. In any beast deck, the kill command will end up doing 5 damage instead of 4 for the same cost, AND it isn't minion specific, so it can be used to finish off the opponents hero. I mean, at least make the damn thing minion specific. Then it would be bearable. I just hate cards like unleash the hounds and kill command that allow hunters to win when they have no board control, especially when combined with cards like deadly shot that ensure a win if they DO have board control. You can't play lots of little minions because of unleash the hounds, and you can't play a few big minions because of deadly shot and kill command. If you try to play a medium amount of medium minions, they don't even bother with your minions and hit you in the face over and over till you die to double kill command. The job of the hunter is to analyze which of these three choices you will make, and adjust his BS combos accordingly.
I'm not saying hunter is OP. I beat hunters all the time. All I'm saying is that if a hunter "hits the mark", there isn't much you can do but sit and watch as your carefully constructed deck gets torn to pieces by chomping jaws, arrows, and hordes of angry doggies.
if you can't beat em, join em.
Check out my decks & feel free to make suggestions!
Why not copared it with fireball? 4 mana = 6dmg or 3 mana = 3dmg / 5dmg conditional
wow after reading that one line, I didnt even bother to read the rest cuz it just discredits the post all together, sad how people ruin so much time and work by saying something so stupid -_-;
i would venture to say Hunter takes the most skill to play tbh, lol.
Check out my decks & feel free to make suggestions!
Really :/ shaman is definitely the hardest for me at least.
I wouldn't go that far. :)
Thanks FOO(The Banner God)!
I could argue that the same cheapness you see in the Hunter class can be observed in every class if you look with the right intent.
Kill command while seemingly unfair is a synergistic piece of the hunter's mid to late game.Tracking if you didn't know throws the other two cards away so you could get both Kill Commands in one instance of tracking and lose one.
Hunters aren't cheap they're tactical.
Also if a Hunter has you down to 12 health and still has both Kill commands presumably by 9 Mana (which is for the Timber Wolf + Double Kill Command + Steady Shot combo) you deserve to get hit by that. Just like if you don't adjust to a Mage beating you down to 10 health just to Pyroblast or even better Double Fireball + Frostbolt.
Priest can do 10 dmg to your face for 4 mana, so what?
Sir_Nikotin you obviously did not read what I had to say about versatility, or that would become quite obvious. Messiahwolf you're probably right, but hunter just seems so much more BS than other classes y'know...