Hello fellow Hearthstone fan creators! I've been itching to work on a new class after working on my Death Knight set. And wouldn't you know it, but a big WoW expansion is around the corner. Now I haven't played in a long time, but I was able to hop on the beta and have some fun with the newest class, the Demon Hunter. So I threw a few ideas together for a Demon Hunter class in Hearthstone. This class is not balanced yet, and certainly not complete. I may keep working on it (art is real hard to find, most of these cards just use art of Illidan), and I'd love to hear what everyone thinks!
First up, the hero is Kayn Sunfiry! He is a true disciple of Illidan, and strongly follows his example. The hero power is Hatred, which I'll explain below.
Yup, you read that right. Hatred's effect stacks each time it's used. Demon Hunters are an angsty bunch, and I wanted to capture their pure, seething hatred toward their enemies. Their hero power builds over time and has synergy with a number of Demon Hunter cards.
Hatred also ties in to the Demon Hunter class ability: Fury. Fury works similar to Enrage, but is tied to your hero's Attack. So if your hero has at least X attack, the second effect unlocks. If your hero goes back under that attack, the effect goes away.
See Well Prepared above? So Demon Hunters would have secrets too! They are a lot of fun to make! They represent the Demon Hunter's ability to react and adapt to their enemies.
Demon Hunters also use weapons! However, since they already get Attack through their other cards, these weapons would be more utility than direct damage. These Illidari Warglaives are the starter weapons given to Demon Hunters. Successfully killing with them relates to the wielder gaining experience and knowledge...or just card draw.
Finally, Demon Hunters learn many of their skills by taking power directly from demons. So I wanted this class to have some skill stealing abilities similar to Priests and Rogues.
Steal Their Power above probably needs some more explanation. The idea behind this is to give you the enemies hero power in the form of 2, 1-mana spells. Alternatively, Steal Their Power could just replace your hero power for a turn or 2 and reduce the cost. This would work with ANY hero power. The intention is to give the player more flexibility and using their opponent's hero power against them. Some examples of the 1-mana cards:
So that wraps it up! Those are my core ideas so far. The Demon Hunter is aggressive and uses synergistic cards to punish their opponents and turn their power against them. Any feedback or suggestions would be welcome! Thank you for your time.
The problem is, the hero power is TOO STRONG. if you play a control game, you win the moment your opponent starts to top deck, and you can win any fatigue game with ease. if you heroic power consistently every turn, after you used 4-5 times you can trade almost any minion, or simply attack face each turn until you win. for this heroic power works, the spells should manipulate this value.
What i think it would be cool is if you lost your passive attack each time you play a spell, but its mana cost is reduced by the same amount you lost (a fusion of yours eye beam and brooding), that way you can't overrun your oponent by sheer hero damage, and give some choices betwen "i want to have more damage with my hero or i want to play this spell?". A keyword would be good for that if you think that ALL DH spell having this type of synergy is bad.
I think fury is a cool idea, but as i mention over, your hero power is extremely powerful. fury can end up becoming quite "redundant" when you can hero power almost every turn.
Looks amazing but seems pretty OP lol, once you work that out it'll be perfect, but i doubt blizzard will ever put other classes into the game, FeelsBadMan
Very cool ideas overall! I especially like the stealing card mechanic, as those seem very strong. While I know that they are not quite balanced yet, the hatred interaction seems reaaaally slow, and while it gives good value and is an awesome idea, it may not work because of the amount of times you have to use your hero power to make them useful. You may be dead before you get value, and if you don't die soon enough, you will get obnoxious amounts of value, which may seem a little unfair to slower decks. It seems similar to inspire. Inspire was a slow mechanic, and few of the cards are used because they are so slow, and constructed values cards with instant effects. But they can't make the inspire cards too strong or they would be absolutely nuts and feel unfair, as keeping one up just one turn could just win the game. This mechanic seems to present a similar balance problem. So you may need to find some way to balance the hero power with that in mind! :)
I think there are ways to balance it, but in its current form would be too easy to exploit. You would just hero power every turn, doing so would allow you to trade with basically anything your opponent plays. It would drop your health for sure, but having complete board control would negate that.
Turn 1 - Crimson Scout
Turn 2 - Hero Power
Turn 3 - Crimson Scout, Hero Power, on turn 3, your hero already has 4 attack, and you've done 9 damage to your opponents face. At this point you basically can't lose.
I really like the idea, I just think you need to balance it some.
Looks amazing but seems pretty OP lol, once you work that out it'll be perfect, but i doubt blizzard will ever put other classes into the game, FeelsBadMan
Yeah, just wish Blizzard will come up with some new characters. starting to get bored with the same 9 over years.
Definitely one of the more interesting concepts for the Demon Hunter I’ve seen floating around, though perhaps somewhat flawed. I’ll explain what I mean going over the mechanics.
Attack Up/Hatred Definitely an interesting concept, but there’s a couple of issues as it stands. Firstly, as it is written (from what I can tell), the Attack buffs the Demon Hunter gains are maintained through your opponent’s turn, letting your hero deal damage back whenever your opponent attacks your face. I assume is unintentional (if it is, it’s more than a little broken :\). There’s also the fact that this effect is strictly better than the Rogue’s hero power (excluding edge cases such as Bloodsail Raider), in addition to the effect’s potency when stacked. If you want, think of it like this. When you make a Hero Power, you should ask yourself ‘would this effect be okay if I put it own a 0 mana cost card’. I’m pretty sure a permanent +1 Attack buff would be too strong in that case (imagine if a Rogue got that) and it’s probably too strong here.
Fury/Hero Attack Synergy I fear the secondary Demon Hunter mechanic (after the Attack Up concept) is perhaps too insular. I honestly can’t think of a single neutral card that can be used to help enable it except Enhance-o-Mechano, which limits deck building when creating a Demon Hunter deck (i.e. a demon hunter deck is ‘forced’ to rely on its class cards in order to make use of its mechanics). This may sound like a bit of a nitpick, but if you think of other Class specific mechanics, they’re either very broad in their triggers (i.e. Combo, Enrage) or are just generic effects (i.e. Overload, Choose On), which makes the Demon Hunter just feel... Weird in design.
There’s a number of really interesting cards and ideas included here (I really like Subjugate and there’s no real ‘bad’ cards that stand out on an individual design level). I think, if you adjust how the Hero Power and persistent attack buffs work (maybe make it 'on next attack'?), and maybe make that the Class mechanic over Fury (maybe limit a Fury Ersatz to a couple of cards), the class would feel much more at home if it were added to Hearthstone.
Thanks everyone for your feedback! I'm looking for a way to balance the hero power while still keeping the theme. One idea was to make the Hero Power give +1 weapon damage, then give the class weapons with 1 durability. Or a weapon similar to Poisioned Blade, but with 1 durability and some way to easily reaquire it. Thus the player has to decide between attacking or using an empowered spell, while risking a hard removal.
But, I don't like the idea of forcing the character to use 1 durability weapons, or having a hero power that is nigh-useless for most other classes. So maybe it'll be "Give a minion or weapon +1 Attack this turn" or something similar.
Transforming the hero power into a weapon make it much similar to rogue power, and the idea to give +1 to the weapon is bad, cuz you have a useless hero power for most of the game (not only that, it forces your class into only one type of deck strictly to weapons), you would transform your class into a type of agressive weapon warrior. Remember, your hero power should complement your deck, not be the center of it.
Very nice design! But I think it largely needs balance on numbers.
First, hero power is too strong,it would make DH way worse than old Facehunter. What about hero damage resetting after the hero attacks? (this would also make fury requirements more strategic to master).
As for fury itself, it's cool, but it needs some balance on the level of combo for rogues: sub-par efficiency with no fury, optimised effect with fury. Therefore, also furi requirements need some adjustment to be not too easy to play. In other words, Illidari Initiate is too strong. The other two are good.
Also stealing cards/spells secrets are too powerful and efficient, especially the "discover cards in their hands" card.
Would a hero power that gives you a 2/1 weapon be too OP? Yes, it is arguably a better Hunter's hero power that is much easier to buff. However, the Demon Hunter wouldn't have any heal or armor cards (like Rogue and Hunter now) so trading minions with face over and over would be detrimental. They'd have to spend 2 mana each turn of they wail away with their face, limiting their board development. This would be the ideal strategy for agro-DH, though. And I can't imagine a Paladin or Warrior or Rogue or other class with that hero power would be suddenly OP. This is the only way I can think of using this my current theme of having the hero attack or gain a stacking non-mana attribute that isn't wildly OP.
Many of my other cards would change too. I'm not worried about that. Fury would also go, and I've got a couple ideas for a replacement class keyword.
No one else talked about the 2/1 weapon idea, but I agree, it sounds OP. Even if it could be balanced, I'm going to try a different direction. I had a few ideas, many of which I found among others' own Demon Hunter classes. So I created a new one, which hopefully is unique, and works with a new class keyword. Here they are.
Hatred's buff is temporary and inefficient, but can be combo'd with many different abilities and cards. It can be used to trade up, to ping with your hero, to strengthen a minion with Windfury, or used offensively with Big Game Hunter. When used with your hero, it can be used to trigger Vengeance. Vengeance (name pending if I find a shorter word) works as a trigger. If you play a card with Vengeance, and your hero took damage on that same turn, the Vengeance effect triggers when the card is played. With minions, it would be as a battlecry (or more likely, a combo or choose one). Below are two spell examples.
I think these ideas are much more balanced and still retain the emotional, reckless, power hungry Demon Hunters we all now and love. Let me know what you think!
Vengeance would be a clunky and unreliable mechanic if it had to rely exclusively on hero power. It becomes interesting if you make DH weapon-intensive OR a mix of weapon class + particular minions/spells that inflict damage to your own hero.
In that case I'd say Vengeance is a good mechanic which can also replace your old Fury.
Hello fellow Hearthstone fan creators! I've been itching to work on a new class after working on my Death Knight set. And wouldn't you know it, but a big WoW expansion is around the corner. Now I haven't played in a long time, but I was able to hop on the beta and have some fun with the newest class, the Demon Hunter. So I threw a few ideas together for a Demon Hunter class in Hearthstone. This class is not balanced yet, and certainly not complete. I may keep working on it (art is real hard to find, most of these cards just use art of Illidan), and I'd love to hear what everyone thinks!
First up, the hero is Kayn Sunfiry! He is a true disciple of Illidan, and strongly follows his example. The hero power is Hatred, which I'll explain below.
Yup, you read that right. Hatred's effect stacks each time it's used. Demon Hunters are an angsty bunch, and I wanted to capture their pure, seething hatred toward their enemies. Their hero power builds over time and has synergy with a number of Demon Hunter cards.
Hatred also ties in to the Demon Hunter class ability: Fury. Fury works similar to Enrage, but is tied to your hero's Attack. So if your hero has at least X attack, the second effect unlocks. If your hero goes back under that attack, the effect goes away.
See Well Prepared above? So Demon Hunters would have secrets too! They are a lot of fun to make! They represent the Demon Hunter's ability to react and adapt to their enemies.
Demon Hunters also use weapons! However, since they already get Attack through their other cards, these weapons would be more utility than direct damage. These Illidari Warglaives are the starter weapons given to Demon Hunters. Successfully killing with them relates to the wielder gaining experience and knowledge...or just card draw.
Finally, Demon Hunters learn many of their skills by taking power directly from demons. So I wanted this class to have some skill stealing abilities similar to Priests and Rogues.
Steal Their Power above probably needs some more explanation. The idea behind this is to give you the enemies hero power in the form of 2, 1-mana spells. Alternatively, Steal Their Power could just replace your hero power for a turn or 2 and reduce the cost. This would work with ANY hero power. The intention is to give the player more flexibility and using their opponent's hero power against them. Some examples of the 1-mana cards:
So that wraps it up! Those are my core ideas so far. The Demon Hunter is aggressive and uses synergistic cards to punish their opponents and turn their power against them. Any feedback or suggestions would be welcome! Thank you for your time.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
very well done, and its an interesting mechanic, but it seems way too OP.
Seems ok.
The problem is, the hero power is TOO STRONG. if you play a control game, you win the moment your opponent starts to top deck, and you can win any fatigue game with ease. if you heroic power consistently every turn, after you used 4-5 times you can trade almost any minion, or simply attack face each turn until you win. for this heroic power works, the spells should manipulate this value.
What i think it would be cool is if you lost your passive attack each time you play a spell, but its mana cost is reduced by the same amount you lost (a fusion of yours eye beam and brooding), that way you can't overrun your oponent by sheer hero damage, and give some choices betwen "i want to have more damage with my hero or i want to play this spell?". A keyword would be good for that if you think that ALL DH spell having this type of synergy is bad.
I think fury is a cool idea, but as i mention over, your hero power is extremely powerful. fury can end up becoming quite "redundant" when you can hero power almost every turn.
Looks amazing but seems pretty OP lol, once you work that out it'll be perfect, but i doubt blizzard will ever put other classes into the game, FeelsBadMan
Very cool ideas overall! I especially like the stealing card mechanic, as those seem very strong. While I know that they are not quite balanced yet, the hatred interaction seems reaaaally slow, and while it gives good value and is an awesome idea, it may not work because of the amount of times you have to use your hero power to make them useful. You may be dead before you get value, and if you don't die soon enough, you will get obnoxious amounts of value, which may seem a little unfair to slower decks. It seems similar to inspire. Inspire was a slow mechanic, and few of the cards are used because they are so slow, and constructed values cards with instant effects. But they can't make the inspire cards too strong or they would be absolutely nuts and feel unfair, as keeping one up just one turn could just win the game. This mechanic seems to present a similar balance problem. So you may need to find some way to balance the hero power with that in mind! :)
I think there are ways to balance it, but in its current form would be too easy to exploit. You would just hero power every turn, doing so would allow you to trade with basically anything your opponent plays. It would drop your health for sure, but having complete board control would negate that.
Turn 1 - Crimson Scout
Turn 2 - Hero Power
Turn 3 - Crimson Scout, Hero Power, on turn 3, your hero already has 4 attack, and you've done 9 damage to your opponents face. At this point you basically can't lose.
I really like the idea, I just think you need to balance it some.
Seems ok.
Definitely one of the more interesting concepts for the Demon Hunter I’ve seen floating around, though perhaps somewhat flawed. I’ll explain what I mean going over the mechanics.
Attack Up/Hatred
Definitely an interesting concept, but there’s a couple of issues as it stands. Firstly, as it is written (from what I can tell), the Attack buffs the Demon Hunter gains are maintained through your opponent’s turn, letting your hero deal damage back whenever your opponent attacks your face. I assume is unintentional (if it is, it’s more than a little broken :\). There’s also the fact that this effect is strictly better than the Rogue’s hero power (excluding edge cases such as Bloodsail Raider), in addition to the effect’s potency when stacked. If you want, think of it like this. When you make a Hero Power, you should ask yourself ‘would this effect be okay if I put it own a 0 mana cost card’. I’m pretty sure a permanent +1 Attack buff would be too strong in that case (imagine if a Rogue got that) and it’s probably too strong here.
Fury/Hero Attack Synergy
I fear the secondary Demon Hunter mechanic (after the Attack Up concept) is perhaps too insular. I honestly can’t think of a single neutral card that can be used to help enable it except Enhance-o-Mechano, which limits deck building when creating a Demon Hunter deck (i.e. a demon hunter deck is ‘forced’ to rely on its class cards in order to make use of its mechanics). This may sound like a bit of a nitpick, but if you think of other Class specific mechanics, they’re either very broad in their triggers (i.e. Combo, Enrage) or are just generic effects (i.e. Overload, Choose On), which makes the Demon Hunter just feel... Weird in design.
There’s a number of really interesting cards and ideas included here (I really like Subjugate and there’s no real ‘bad’ cards that stand out on an individual design level). I think, if you adjust how the Hero Power and persistent attack buffs work (maybe make it 'on next attack'?), and maybe make that the Class mechanic over Fury (maybe limit a Fury Ersatz to a couple of cards), the class would feel much more at home if it were added to Hearthstone.
The Tactician Class (LOE Complete!)
Hero Power as is should cost 4.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Thanks everyone for your feedback! I'm looking for a way to balance the hero power while still keeping the theme. One idea was to make the Hero Power give +1 weapon damage, then give the class weapons with 1 durability. Or a weapon similar to Poisioned Blade, but with 1 durability and some way to easily reaquire it. Thus the player has to decide between attacking or using an empowered spell, while risking a hard removal.
But, I don't like the idea of forcing the character to use 1 durability weapons, or having a hero power that is nigh-useless for most other classes. So maybe it'll be "Give a minion or weapon +1 Attack this turn" or something similar.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Transforming the hero power into a weapon make it much similar to rogue power, and the idea to give +1 to the weapon is bad, cuz you have a useless hero power for most of the game (not only that, it forces your class into only one type of deck strictly to weapons), you would transform your class into a type of agressive weapon warrior. Remember, your hero power should complement your deck, not be the center of it.
Very nice design! But I think it largely needs balance on numbers.
First, hero power is too strong,it would make DH way worse than old Facehunter. What about hero damage resetting after the hero attacks? (this would also make fury requirements more strategic to master).
As for fury itself, it's cool, but it needs some balance on the level of combo for rogues: sub-par efficiency with no fury, optimised effect with fury. Therefore, also furi requirements need some adjustment to be not too easy to play. In other words, Illidari Initiate is too strong. The other two are good.
Also stealing cards/spells secrets are too powerful and efficient, especially the "discover cards in their hands" card.
Would a hero power that gives you a 2/1 weapon be too OP? Yes, it is arguably a better Hunter's hero power that is much easier to buff. However, the Demon Hunter wouldn't have any heal or armor cards (like Rogue and Hunter now) so trading minions with face over and over would be detrimental. They'd have to spend 2 mana each turn of they wail away with their face, limiting their board development. This would be the ideal strategy for agro-DH, though. And I can't imagine a Paladin or Warrior or Rogue or other class with that hero power would be suddenly OP. This is the only way I can think of using this my current theme of having the hero attack or gain a stacking non-mana attribute that isn't wildly OP.
Many of my other cards would change too. I'm not worried about that. Fury would also go, and I've got a couple ideas for a replacement class keyword.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
OP OP
Mysterious Challenger : "Who am I? None of your business!"
Eater of Secrets: "Oh, I believe it is. You see, you are now my bitch!"
No one else talked about the 2/1 weapon idea, but I agree, it sounds OP. Even if it could be balanced, I'm going to try a different direction. I had a few ideas, many of which I found among others' own Demon Hunter classes. So I created a new one, which hopefully is unique, and works with a new class keyword. Here they are.
Hatred's buff is temporary and inefficient, but can be combo'd with many different abilities and cards. It can be used to trade up, to ping with your hero, to strengthen a minion with Windfury, or used offensively with Big Game Hunter. When used with your hero, it can be used to trigger Vengeance. Vengeance (name pending if I find a shorter word) works as a trigger. If you play a card with Vengeance, and your hero took damage on that same turn, the Vengeance effect triggers when the card is played. With minions, it would be as a battlecry (or more likely, a combo or choose one). Below are two spell examples.
I think these ideas are much more balanced and still retain the emotional, reckless, power hungry Demon Hunters we all now and love. Let me know what you think!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Vengeance would be a clunky and unreliable mechanic if it had to rely exclusively on hero power.
It becomes interesting if you make DH weapon-intensive OR a mix of weapon class + particular minions/spells that inflict damage to your own hero.
In that case I'd say Vengeance is a good mechanic which can also replace your old Fury.