I think that DH has a Genn problem: The hero power makes it really really hard to balance cards around and it will make the class always tempo oriented due to its unrivaled ability to play on curve with the 1-mana hero power.
Having a 1 mana hero power is fun, but when you compare it to all other hero powers due to its cost and extreme synergy with class cards and weapons, its power level is much higher. I've been pondering if there would be some viable ways to adjust it, without destroying its flavor.
1. Give +1 attack, take 1 damage 2. Give +1 attack, can't target heroes 3. Give an equipped weapon +1 attack 4. Equip a 1/1 weapon
Would any of these make sense? What other possibilities might there be?
I think that DH has a Genn problem: The hero power makes it really really hard to balance cards around and it will make the class always tempo oriented due to its unrivaled ability to play on curve with the 1-mana hero power.
Having a 1 mana hero power is fun, but when you compare it to all other hero powers due to its cost and extreme synergy with class cards and weapons, its power level is much higher. I've been pondering if there would be some viable ways to adjust it, without destroying its flavor.
1. Give +1 attack, take 1 damage
2. Give +1 attack, can't target heroes
3. Give an equipped weapon +1 attack
4. Equip a 1/1 weapon
Would any of these make sense? What other possibilities might there be?
its fine as it is
Should be 1 mana give +30 attack. That's Demon Hunter fittings.
Give 1 attack take one damage seems fair - particularly if you think of turn 1 when neither player has a play. Brings both players down to 29.
I would put a 2 cost power of gain 2 attack, take 2 damage.