Hey, for many of you there's nothing new in this topic but i have to add that little extra bit about my experience against DH in wild.
Yesterday I reached legend yet again in wild format using murloc paladin. Not gonna lie, this season was very intense and exhausting to get there. I bet many of you would like to know how it feels to face all kinds of variations of DH on wild ladder. I tell you this: I don't understand why blizzard is hesitating to put another nerf hammer on DH. I played almost everything meta-based to check how it would go, but unfortunately it went pretty miserable. Tempostorm meta snapshot suggests that DH is tier 2-3, they claim that any dh decks aren't refined. Guess what - bullshit. Usually i don't do this kind of experiments, but ffs i lost almost every game against DH while playing:
1. secret mage - feels very reactive to play against dh, slow in comparison
2. even hunter - too slow and you have to pray for those explosive traps
3. all kinds of warlock (After sac pact nerf, DH prays on warlocks and as an experiened warlock player there are very few situations when warlock decks win against DH, even cubelocks with lots of heal and tech fail)
4. quest mage - too slow, and usually dead by turn 6
5. odd paladin/mech paladin - it's the same as for secret mage, you constantly clear the board instead of going face
6. razakus priest - dead turn 5
7. druid - if you have good draws and gain lots of armor you can barely win, too much randomness
8. and.... DH - if you can't beat the dark side, join them (this is just purely based on "who is first to...." mirror matches are just literally 50-50)
I could go on and on and on, but that's not the point. Every deck that wins against dh is just rng-based, either you draw like a god and win or they draw bad and you also win. BUT drawing bad in the case of DH is almost impossible. Every fking time i faced DH there wasn't a wasted turn, the draw factor is insane, not to mention that hero power for 1 mana. Each game was the same - perfect draws, perfect curve, removal on time, tech cards on time, loatheb on time, and THAT COIN in almost every matchup against me. How come, playing other classes, and decks that are good, the draws are so much inconsistent compared to DH???
As i mentioned i made into legend with murloc paladin, and honestly i think rng did it's job, not me. I was lucky to get needed cards, when i needed them. IMO DH as it is now is just too strong, and if blizzard doesn't do something about it, hearthstone experience is going to be a miserable one for the next couple of years . I'm here since the beginning, and trust me, i've seen and experienced some shit here like naxx hunter or patron warrior, but this just beats everything. EU servers from rank 4-legend are crawling with DHs and it feels like a rollercoaster (of emotions too) so..... be prepared ;)
I agree with you, Blizzard gave DH the best draw engine and the best aggro tools, and that's quite dangerous. But I think the real DH problem is in standard, when you don't have enough board clears. IMO they should nerf/remake the class, but for the standard expirience. I've been playing wild since the AoO release cause standard meta bores me, and in my expirience Wild DH is tier 2. Is a good deck, that can overwhelm you if you don't have the tools, but only beats 1 of the 3 tier 1 decks, quest mage. The other 2 (Raza priest and cubelock) usually crush demon hunters, ofc drawing good is important, but I think those 2 decks have enough removal and healing tools to easily beat them
I agree. It’s weird that new class is the strongest one in both formats. All classes have some specific kind of skills or powers, for example I mean that: Hunter have rush, charge and weapons, but have no clearboards, lifesteal or taunt cards. Priests have nice lifesteal, taunts and board control, but they are missing aggresive cards. Rogue have great draw card and mana cheating, but also don’t have high cost cards for late game. DH have all of this powers at once, he have better burst then Hunter, draw power like Druid, board control like Shaman, mana cheating like Rogue... and in the end is very easy to handle.
How do you lose to DH as Warlock with all the AoE and heals they have in wild? Never had any problems to win a fatique game against DH as Reno Warlock or Mage.
yeah, you are right, Blizzard should nerf them to the ground, I am refusing to play this shit game what it turned out to be after release of DH, too consistent deck, too much tempo without any loss, that stupid Ragnaros demon is pain in the ass, once you have no answer to that you are doomed to lose, and the worst part of that is, that every game is the same, like the same, either he doesn't have curve and you have a chance or he has a curve and you are dead, there is no recover mechanic, no neutral heal like was Zilliax, once you pass the turn 3 without doing something on the board you are dead, either Blizzard returns some wild cards in event or there is no hope for this game until the next expansion, you are now facing the same decks, you play vs Warrior you know it will be 99% egg warrior, there is no diversity in decks how it was before (you could face Control warrior, aggro warrior, tempo warrior) now is only one deck viable for every class, no, just for few classes, the other classes just sucks..., zero diversity in decks and "one card wins me the match" is killing this game sadly
If DH is your problem, I suggest add these decks to your arsenal.
Highlander DH - easy wins, maybe 9/10 matches. Lose only if draw very unlucky. I got 115 ranked wins atm with DH and maybe half of matches have been against DH. Amount of lost matches can count in two hands.
Odd warrior - haven't lost single match against DH, maybe 10 games played. Deathlord + brawl and armor + reckless flurry combos make DH concede very quickly. Every match have been funny as hell.
Hey, for many of you there's nothing new in this topic but i have to add that little extra bit about my experience against DH in wild.
Yesterday I reached legend yet again in wild format using murloc paladin. Not gonna lie, this season was very intense and exhausting to get there. I bet many of you would like to know how it feels to face all kinds of variations of DH on wild ladder. I tell you this: I don't understand why blizzard is hesitating to put another nerf hammer on DH. I played almost everything meta-based to check how it would go, but unfortunately it went pretty miserable. Tempostorm meta snapshot suggests that DH is tier 2-3, they claim that any dh decks aren't refined. Guess what - bullshit. Usually i don't do this kind of experiments, but ffs i lost almost every game against DH while playing:
1. secret mage - feels very reactive to play against dh, slow in comparison
2. even hunter - too slow and you have to pray for those explosive traps
3. all kinds of warlock (After sac pact nerf, DH prays on warlocks and as an experiened warlock player there are very few situations when warlock decks win against DH, even cubelocks with lots of heal and tech fail)
4. quest mage - too slow, and usually dead by turn 6
5. odd paladin/mech paladin - it's the same as for secret mage, you constantly clear the board instead of going face
6. razakus priest - dead turn 5
7. druid - if you have good draws and gain lots of armor you can barely win, too much randomness
8. and.... DH - if you can't beat the dark side, join them (this is just purely based on "who is first to...." mirror matches are just literally 50-50)
I could go on and on and on, but that's not the point. Every deck that wins against dh is just rng-based, either you draw like a god and win or they draw bad and you also win. BUT drawing bad in the case of DH is almost impossible. Every fking time i faced DH there wasn't a wasted turn, the draw factor is insane, not to mention that hero power for 1 mana. Each game was the same - perfect draws, perfect curve, removal on time, tech cards on time, loatheb on time, and THAT COIN in almost every matchup against me. How come, playing other classes, and decks that are good, the draws are so much inconsistent compared to DH???
As i mentioned i made into legend with murloc paladin, and honestly i think rng did it's job, not me. I was lucky to get needed cards, when i needed them. IMO DH as it is now is just too strong, and if blizzard doesn't do something about it, hearthstone experience is going to be a miserable one for the next couple of years . I'm here since the beginning, and trust me, i've seen and experienced some shit here like naxx hunter or patron warrior, but this just beats everything. EU servers from rank 4-legend are crawling with DHs and it feels like a rollercoaster (of emotions too) so..... be prepared ;)
First off, DH in my experience going to legend last season was not common at all. Most games were secret mage, quest mage or mech paladin.
Secondly, most controlling decks do beat demon hunter, unlike what you're suggesting here. It's not that you need legendary draws to beat demon hunter with control decks, you need incredibly poor draws to lose to demon hunter with control decks.
Bringing opponent on 15 hp on your turn 3 is definitely not ok. Iam playing Hadronox Druid and odd DH beats me often, no other tempo decks can do this.
Bringing opponent on 15 hp on your turn 3 is definitely not ok. Iam playing Hadronox Druid and odd DH beats me often, no other tempo decks can do this.
First of all they don't. Secondly you cannot expect that doing nothing for the first three turns is a winning strategy, and for them to do close to 15 in the first three turns you have to just sit and let them do so
i think hearthstone devs should take a look back 1 year and give classes access to more hero-powers from the start of the game. like they did in the dalaran heist adventure. and some of these should be 1 mana.
here are ideas:
Demon hunter: soul shatter.3 mana deal 2 dmg lifesteal (2 mana deal 3 lifesteal) 2 mana: fel rush give a minion +1/+1 and rush.(+2/+3)
druid: touch of bark: 2 mana: give a minion +1/+1. gain 1 armor.(+1/+3 taunt. gain 3) lifebloom: 2 mana restore minion to full health. if already at full health add a copy to your hand.(copy is given always on friendly minions) moonkin form: spell damage +2 whenewer you cast a spell gain 2 armor(+3 and 3 armor/cast
hunter: pet training: 1 mana add a 1/1 shifting chameleon to your hand. opportunist: 3 mana give a minion +2 attack and rush. applies to all minions of the same tribe.(2 mana +2 attack and rush to all friendly minions)
mage: burning wit:1 mana reduce cost of random card in your hand by 2:(reduce by 4) frostbite. 2 mana freeze a minion. if already frozen deal 2 and draw a card.(can target heroes and deals 4 dmg)
paladin: backup:1 mana add 3 1/1 recruits with taunt to your hand.( give silver hand recruits +1/+1 in your hand +1+1 then add 3) light´s boon: 2 mana give a minion +2health and taunt/+1 attack and rush/+2 attack and lifesteal/+2+2 and cant be targeted by spells or heropowers. repeatable infinitely(+3+3 taunt, rush, lifesteal and cant be targeted by spells or heropowers during enemy turn) blizzard should turn this into legendary similar to rin with even stronger effects.
priest soothe: 1 mana give a minion -2 attack until next turn(-4 permanent but not less than 1) divine star:1 mana restore 1 health to a friendly minion deal 1 dmg to minions opposite of this minion(3 and 3 excess to heroes)
rogue yoink: 3 mana add a random card from another class to your hand. it costs 3 less knife throw 2 mana deal 1 dmg. combo deal 2(2 combo 4 +2 dmg to minions.
shaman totemic slam summon random clasic totem :2/2 or 1/3 with taunt or 1/3 with spelld dmg +2 or 1/3 with at the end of your turn restore 2 health to all friendly chars.(upgrade change from basic heropower) thunderstorm:2 mana deal 1 dmg to all enemy minions overload 1.( 2 dmg. refresh on kill still overloads) evolve: 2 mana transform a minion into random 1 that costs 2 more.
warlock: pain split 1 mana deal 2 dmg take 2 dmg.(deal 2 lifesteal) the Pact: 2 mana take 2 summon 2/2 imp(summon 3/3 imp with rush)
warrior: weapon cache: 3 mana discover a weapon from any class. shuffle it into your deck. you equip it when you draw it.(2 mana if you have a weapon give it +2+1 instead) berserk 2 mana give a minion in your hand +3/+2 and rush or +2/+3 and taunt( +4/+4 rush and taunt) maybe base costs 3 mana
Bringing opponent on 15 hp on your turn 3 is definitely not ok. Iam playing Hadronox Druid and odd DH beats me often, no other tempo decks can do this.
? The way mech handbuff pally does, or pirate warrior does, or discolock? Being down by 15 hp on turn 3 is nothing new, although it certainly doesn't happen every game. Pirate warrior used to regularly kill opponents by turn 5 in standard years ago, aggro being degenerate isn't really shocking.
So actual statistics show DH being fine in tier 2 or 3, but you know better than statistics because you lost against DH?
Okay dude. Of all the things that need a nerf in Wild DH is the last one on the list.
Also it's a card game so yeah dude RNG got you to legend that's not a surprise and that was a thing before DH.
Just want to point this out, there are no stats to justify anything as ludicrous as a "tier" in wild. Hs replay wild stats are pathetic because the sample size is minuscule and goodness knows where tempostorm gets the data to craft their tiers. I'd like to know myself to understand how a deck that is a staple in legend play like pirate warrior somehow is at the bottom of their tier 3 list while jade druid, played by exactly 3 people on the planet, is in tier 1.
How do you lose to DH as Warlock with all the AoE and heals they have in wild? Never had any problems to win a fatique game against DH as Reno Warlock or Mage.
The three most common warlock archetypes in wild (cube, mecha'thun, disco) don't really have healing. Mechat'hun does but it usually is dead way before they can use their reno; generally speaking for cubelock their "healing" is mal'ganis and all warlocks have plenty of self-damaging cards which make the life of odd dh far easier than it already is. Reno decks of course have reno but I've seen plenty of games where an odd dh would kill the reno deck well after they'd gone back up to full health. Even something like a voidlord is no help considering how much access to cheap silence dh has as a class.
--
As for OP, I think some of your experience can also be attributed to you not being an expert with the deck you were playing or bad draw (especially for reno decks, if the draw fucks you up, well, there's not much to be done about it). But of all the games I've played so far this season (I'm at plat 5 right now) about 1/3 of them were against demon hunters, most of which were odd, and it's really an annoying experience, to put it mildly. There are plenty of ways to nerf dh but the way things are looking, actiblizz will probably just sit on their hands until the next expansion so we'll just have to deal with it.
In Europe he is right, most of the meta i see is Quest mage/ Razakus/ odd demon hunter/pirate warior in legend 50-200. (sometimes see higher but no often)
I also play murloc paladin, but the aggressive version without prism/scales. (I found is too slow- against pirate of demon hunter not playing anything on turn 4 is a death sentence most of time, if the meta changes i ll reconsider). I still have a positive winrate against them, but it is by far one of the hardest match ups .
The problem of DH is the huge board control and tempo he gets from his hero power, giving it the option to deal with a lot of small minions. Also the cheap silence etc.. In china (the only wild meta that counts) it is that common that people are using the 3 mana 3/4 that makes your next hero power costs 3 to slow down the demon hunter opponent. The issue is the hero power, so it can not be solved. the best counter is a lot of minions with 3 health.
It is strong but not as in standard were it is so predominant that the better decks of the format are his counters. The natural good counters of DH is cubelock but it is challenging against other tier 1 decks (razakus and quest) . Maybe odd warior could be a counter but that deck runs out of steam so quickly if he does not draw Dr boom.(beated it several times with murloc paladin, a match up that in theory should be in his favor ( as any other agro deck against odd warior)).
There is no way that DH is not tier 1 while domitaing the region that plays wild. Remmeber those days were dark hour warlock was tier 2 in europe while it was tier 1 in China.
In my own experience dh is a class I happy to play against. And in my opinion is not broken at all for wild format.
I got legend this season using a mix of egg hunter , murloc paladin and malygos druid.
And what i have to say is that murloc paladin is so damn strong , it's good that nobody plays it at the moment becouse is far more dangerous that any demon hunter deck.
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Hey, for many of you there's nothing new in this topic but i have to add that little extra bit about my experience against DH in wild.
Yesterday I reached legend yet again in wild format using murloc paladin. Not gonna lie, this season was very intense and exhausting to get there. I bet many of you would like to know how it feels to face all kinds of variations of DH on wild ladder. I tell you this: I don't understand why blizzard is hesitating to put another nerf hammer on DH. I played almost everything meta-based to check how it would go, but unfortunately it went pretty miserable. Tempostorm meta snapshot suggests that DH is tier 2-3, they claim that any dh decks aren't refined. Guess what - bullshit. Usually i don't do this kind of experiments, but ffs i lost almost every game against DH while playing:
1. secret mage - feels very reactive to play against dh, slow in comparison
2. even hunter - too slow and you have to pray for those explosive traps
3. all kinds of warlock (After sac pact nerf, DH prays on warlocks and as an experiened warlock player there are very few situations when warlock decks win against DH, even cubelocks with lots of heal and tech fail)
4. quest mage - too slow, and usually dead by turn 6
5. odd paladin/mech paladin - it's the same as for secret mage, you constantly clear the board instead of going face
6. razakus priest - dead turn 5
7. druid - if you have good draws and gain lots of armor you can barely win, too much randomness
8. and.... DH - if you can't beat the dark side, join them (this is just purely based on "who is first to...." mirror matches are just literally 50-50)
I could go on and on and on, but that's not the point. Every deck that wins against dh is just rng-based, either you draw like a god and win or they draw bad and you also win. BUT drawing bad in the case of DH is almost impossible. Every fking time i faced DH there wasn't a wasted turn, the draw factor is insane, not to mention that hero power for 1 mana. Each game was the same - perfect draws, perfect curve, removal on time, tech cards on time, loatheb on time, and THAT COIN in almost every matchup against me. How come, playing other classes, and decks that are good, the draws are so much inconsistent compared to DH???
As i mentioned i made into legend with murloc paladin, and honestly i think rng did it's job, not me. I was lucky to get needed cards, when i needed them. IMO DH as it is now is just too strong, and if blizzard doesn't do something about it, hearthstone experience is going to be a miserable one for the next couple of years . I'm here since the beginning, and trust me, i've seen and experienced some shit here like naxx hunter or patron warrior, but this just beats everything. EU servers from rank 4-legend are crawling with DHs and it feels like a rollercoaster (of emotions too) so..... be prepared ;)
I agree with you, Blizzard gave DH the best draw engine and the best aggro tools, and that's quite dangerous. But I think the real DH problem is in standard, when you don't have enough board clears. IMO they should nerf/remake the class, but for the standard expirience. I've been playing wild since the AoO release cause standard meta bores me, and in my expirience Wild DH is tier 2. Is a good deck, that can overwhelm you if you don't have the tools, but only beats 1 of the 3 tier 1 decks, quest mage. The other 2 (Raza priest and cubelock) usually crush demon hunters, ofc drawing good is important, but I think those 2 decks have enough removal and healing tools to easily beat them
Switch to Odd Warrior, when you face a lot of DHs.
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I agree. It’s weird that new class is the strongest one in both formats. All classes have some specific kind of skills or powers, for example I mean that: Hunter have rush, charge and weapons, but have no clearboards, lifesteal or taunt cards. Priests have nice lifesteal, taunts and board control, but they are missing aggresive cards. Rogue have great draw card and mana cheating, but also don’t have high cost cards for late game. DH have all of this powers at once, he have better burst then Hunter, draw power like Druid, board control like Shaman, mana cheating like Rogue... and in the end is very easy to handle.
How do you lose to DH as Warlock with all the AoE and heals they have in wild? Never had any problems to win a fatique game against DH as Reno Warlock or Mage.
yeah, you are right, Blizzard should nerf them to the ground, I am refusing to play this shit game what it turned out to be after release of DH, too consistent deck, too much tempo without any loss, that stupid Ragnaros demon is pain in the ass, once you have no answer to that you are doomed to lose, and the worst part of that is, that every game is the same, like the same, either he doesn't have curve and you have a chance or he has a curve and you are dead, there is no recover mechanic, no neutral heal like was Zilliax, once you pass the turn 3 without doing something on the board you are dead, either Blizzard returns some wild cards in event or there is no hope for this game until the next expansion, you are now facing the same decks, you play vs Warrior you know it will be 99% egg warrior, there is no diversity in decks how it was before (you could face Control warrior, aggro warrior, tempo warrior) now is only one deck viable for every class, no, just for few classes, the other classes just sucks..., zero diversity in decks and "one card wins me the match" is killing this game sadly
If DH is your problem, I suggest add these decks to your arsenal.
Highlander DH - easy wins, maybe 9/10 matches. Lose only if draw very unlucky. I got 115 ranked wins atm with DH and maybe half of matches have been against DH. Amount of lost matches can count in two hands.
Odd warrior - haven't lost single match against DH, maybe 10 games played. Deathlord + brawl and armor + reckless flurry combos make DH concede very quickly. Every match have been funny as hell.
loose vs dh? no problem play dh and destroy the experience of other players too
I destroy Demon Hunter with Higlander Priest. As in I've never lost to a Demon Hunter in more than 20 games.
I have also won most of my matchups with Cubelock, Secret Mage.
I have not played the other decks, so I cant say for them, but it's properbly just you who loses that much to Demon Hunter.
Silver Hand Recruit
Its quite ok in WILD so...
So actual statistics show DH being fine in tier 2 or 3, but you know better than statistics because you lost against DH?
Okay dude. Of all the things that need a nerf in Wild DH is the last one on the list.
Also it's a card game so yeah dude RNG got you to legend that's not a surprise and that was a thing before DH.
I really don't know what you're talking about.
First off, DH in my experience going to legend last season was not common at all. Most games were secret mage, quest mage or mech paladin.
Secondly, most controlling decks do beat demon hunter, unlike what you're suggesting here. It's not that you need legendary draws to beat demon hunter with control decks, you need incredibly poor draws to lose to demon hunter with control decks.
Bringing opponent on 15 hp on your turn 3 is definitely not ok. Iam playing Hadronox Druid and odd DH beats me often, no other tempo decks can do this.
First of all they don't. Secondly you cannot expect that doing nothing for the first three turns is a winning strategy, and for them to do close to 15 in the first three turns you have to just sit and let them do so
Silver Hand Recruit
i think hearthstone devs should take a look back 1 year and give classes access to more hero-powers from the start of the game. like they did in the dalaran heist adventure. and some of these should be 1 mana.
here are ideas:
Demon hunter:
soul shatter.3 mana deal 2 dmg lifesteal (2 mana deal 3 lifesteal)
2 mana: fel rush give a minion +1/+1 and rush.(+2/+3)
druid:
touch of bark: 2 mana: give a minion +1/+1. gain 1 armor.(+1/+3 taunt. gain 3)
lifebloom: 2 mana restore minion to full health. if already at full health add a copy to your hand.(copy is given always on friendly minions)
moonkin form: spell damage +2 whenewer you cast a spell gain 2 armor(+3 and 3 armor/cast
hunter:
pet training: 1 mana add a 1/1 shifting chameleon to your hand.
opportunist: 3 mana give a minion +2 attack and rush. applies to all minions of the same tribe.(2 mana +2 attack and rush to all friendly minions)
mage:
burning wit:1 mana reduce cost of random card in your hand by 2:(reduce by 4)
frostbite. 2 mana freeze a minion. if already frozen deal 2 and draw a card.(can target heroes and deals 4 dmg)
paladin:
backup:1 mana add 3 1/1 recruits with taunt to your hand.( give silver hand recruits +1/+1 in your hand +1+1 then add 3)
light´s boon: 2 mana give a minion +2health and taunt/+1 attack and rush/+2 attack and lifesteal/+2+2 and cant be targeted by spells or heropowers. repeatable infinitely(+3+3 taunt, rush, lifesteal and cant be targeted by spells or heropowers during enemy turn) blizzard should turn this into legendary similar to rin with even stronger effects.
priest
soothe: 1 mana give a minion -2 attack until next turn(-4 permanent but not less than 1)
divine star:1 mana restore 1 health to a friendly minion deal 1 dmg to minions opposite of this minion(3 and 3 excess to heroes)
rogue
yoink: 3 mana add a random card from another class to your hand. it costs 3 less
knife throw 2 mana deal 1 dmg. combo deal 2(2 combo 4 +2 dmg to minions.
shaman
totemic slam summon random clasic totem :2/2 or 1/3 with taunt or 1/3 with spelld dmg +2 or 1/3 with at the end of your turn restore 2 health to all friendly chars.(upgrade change from basic heropower)
thunderstorm:2 mana deal 1 dmg to all enemy minions overload 1.( 2 dmg. refresh on kill still overloads)
evolve: 2 mana transform a minion into random 1 that costs 2 more.
warlock:
pain split 1 mana deal 2 dmg take 2 dmg.(deal 2 lifesteal)
the Pact: 2 mana take 2 summon 2/2 imp(summon 3/3 imp with rush)
warrior:
weapon cache: 3 mana discover a weapon from any class. shuffle it into your deck. you equip it when you draw it.(2 mana if you have a weapon give it +2+1 instead)
berserk 2 mana give a minion in your hand +3/+2 and rush or +2/+3 and taunt( +4/+4 rush and taunt) maybe base costs 3 mana
The problem with dh is the darn hero power.
? The way mech handbuff pally does, or pirate warrior does, or discolock? Being down by 15 hp on turn 3 is nothing new, although it certainly doesn't happen every game. Pirate warrior used to regularly kill opponents by turn 5 in standard years ago, aggro being degenerate isn't really shocking.
Just want to point this out, there are no stats to justify anything as ludicrous as a "tier" in wild. Hs replay wild stats are pathetic because the sample size is minuscule and goodness knows where tempostorm gets the data to craft their tiers. I'd like to know myself to understand how a deck that is a staple in legend play like pirate warrior somehow is at the bottom of their tier 3 list while jade druid, played by exactly 3 people on the planet, is in tier 1.
The three most common warlock archetypes in wild (cube, mecha'thun, disco) don't really have healing. Mechat'hun does but it usually is dead way before they can use their reno; generally speaking for cubelock their "healing" is mal'ganis and all warlocks have plenty of self-damaging cards which make the life of odd dh far easier than it already is. Reno decks of course have reno but I've seen plenty of games where an odd dh would kill the reno deck well after they'd gone back up to full health. Even something like a voidlord is no help considering how much access to cheap silence dh has as a class.
--
As for OP, I think some of your experience can also be attributed to you not being an expert with the deck you were playing or bad draw (especially for reno decks, if the draw fucks you up, well, there's not much to be done about it). But of all the games I've played so far this season (I'm at plat 5 right now) about 1/3 of them were against demon hunters, most of which were odd, and it's really an annoying experience, to put it mildly. There are plenty of ways to nerf dh but the way things are looking, actiblizz will probably just sit on their hands until the next expansion so we'll just have to deal with it.
its not
In Europe he is right, most of the meta i see is Quest mage/ Razakus/ odd demon hunter/pirate warior in legend 50-200. (sometimes see higher but no often)
I also play murloc paladin, but the aggressive version without prism/scales. (I found is too slow- against pirate of demon hunter not playing anything on turn 4 is a death sentence most of time, if the meta changes i ll reconsider). I still have a positive winrate against them, but it is by far one of the hardest match ups .
The problem of DH is the huge board control and tempo he gets from his hero power, giving it the option to deal with a lot of small minions. Also the cheap silence etc.. In china (the only wild meta that counts) it is that common that people are using the 3 mana 3/4 that makes your next hero power costs 3 to slow down the demon hunter opponent. The issue is the hero power, so it can not be solved. the best counter is a lot of minions with 3 health.
It is strong but not as in standard were it is so predominant that the better decks of the format are his counters. The natural good counters of DH is cubelock but it is challenging against other tier 1 decks (razakus and quest) . Maybe odd warior could be a counter but that deck runs out of steam so quickly if he does not draw Dr boom.(beated it several times with murloc paladin, a match up that in theory should be in his favor ( as any other agro deck against odd warior)).
There is no way that DH is not tier 1 while domitaing the region that plays wild. Remmeber those days were dark hour warlock was tier 2 in europe while it was tier 1 in China.
In my own experience dh is a class I happy to play against. And in my opinion is not broken at all for wild format.
I got legend this season using a mix of egg hunter , murloc paladin and malygos druid.
And what i have to say is that murloc paladin is so damn strong , it's good that nobody plays it at the moment becouse is far more dangerous that any demon hunter deck.
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