I've been watching a couple of streams, and seen the hunter hero power. This got me thinking, if the hunter uses his power every turn and lasts out, 16 turns, then he wins. This is of course, not counting healing and such. I haven't really seen any other, hero powers that can also do this. I was just wondering you guys opinions on this matter and if other heroes can do the same.
Also do games normally last longer than 16 turns, or even get up to that point. Not seen to many games to make a decent guess on this yet.
Yes the hunter hero power is strong that way but the way it lacks is reaction. All other classes have the option to use their hero power when it's needed, directed at where it's needed. Hunters have the only hero power that has a fixed target and can't really solve any problem you might have other then help finish your opponent faster maybe. Warriors also have a fixed target but they have cards that work with the armor, hunters have no cards that work with the dmg other than maybe burst down an enemy.
Games rarely go to 16 rounds. That is extremely long. In addition if you are playing your hero power every round without exception, you are doing something VERY wrong. Playing minions, removal, direct damage, etc. is MUCH more important than 2 mana for 2 damage on a hero. If anything i would say that the hunter ability is underwhelming. I would even go so far as to say that it might even be the least useful because it doesn't have much synergy. I would prefer to see something like:
- Deal 1 damage to the enemy hero and add +1/0 to a friendly minion until the end of the turn.
It would keep the flavor of the original hero power while sticking with the niche of the hunter class having minions (yes i know there are DD builds but they are rare).
I don't mean hunters have the least useful hero powers cause its awsome to deal 2 dmg to the hero disregarding taunt. Plus if the game does draw out then you are more likely to win if you both keep attacking minions and not heroes. You can pretty much deal your 2 dmg every turn which would help achieve victory. You can win with a hunter without board presence more easly than other classes if you can control the field with traps and removals. I honostly think all hero powers are equally useful for their playstyle. Even though I just said hunters are as reactive that doesn't nessaserly mean their power is bad. Tbh I think priest hero power is more weak in terms of regular play because it's only reactive, if nothing is damaged you can't really use your hero power to pass a turn. Hunters are not reeactive but they are very good with regular play, you can hero power when you have nothing to do for 2 whole dmg to the enemy which is really good in its own way.
Priests and warrior can nullify the damage while warlock can easily double the damage! Actually no hero power is overpowered... but warlocks should be able to chose a friendly target which lose the 2 hp and draw a card. Just my opinion.
That sounds like an actually good idea. Not sure how balanced it would be, but it seems like it would give some extra purpose to those "high HP non taunting" minions.
From what I observed, the Warlock power is barely useable if the enemy has similar Drawing power from minions, and Battlecries/Spells that deal direct damage, specially against a Hunter/Rogue deck.
With this ultimate lucky combo.(which you don't nessasery have to do in this order or need to have all the cards having one can let you draw the rest.) you can deal 28 dmg to hero without considering any other minions you have and a total of 18 cards drawn (17 on a single turn and 1 the turn prior). A little less luck can still go a long way. But pretty much all you need is gadgetzen and conceal on turn 5
In general, I find the Hunter class to be bland and uninteresting, both playing with or against them. I totally agree that the mindless Hero power, certainly doesn't help their case... to say that a hunter could possibly auto-win at lvl 16 with the hero power alone is absurd. As mentioned, most matches don't run 16 turn, ESPECIALLY not if the Hunter is wasting 2 mana each turn to try and dps race with a mere 2 damage.
To be honost as a priest I never found the hunters a threat. Sure I sometimes lose to their burst dmg but because my hero power directly counters theirs and hunters play a lot of low attack cards that I can Shadow Word: Pain or Shadow Madness it allows me to gain the upper hand.They have such good removal cards that Thoughtsteal and Mind Vision at least gives me one good removal which the hunter can't handle most of the time. Lightwell's healing can't be countered easly by hunters and usually they have to waste a removal on it or Ironbeak Owl which makes them unable to use such removals for my taunt minions. Hunter's usually play with King Krush and/or Savannah Highmane as their only strong minions which are the perfect targets for Mind Control. Most hunters are aggresive due to their hero power so they don't run with much, if any, taunt minions which allows me to attack them directly more freely. They can't heal their dmg while I can which makes them harder to get that burst they need. Their traps are also in my advantage because most my minions have higher than 2 health and I can heal them back up with a simple Holy Nova while removing their mostly 2 health minions. Freezing Trap is also somewhat predictable and I usually use Shadow Madness to steal a minion and attack with that, giving that minion to my hand, making it perminantly mine.
I love going against hunters :D If they fail at their burst I usually win :D Though there are several really good burst decks which do a lot of dmg before turn 5 which is when priests actually start to shine with their only aoe becoming avaliable. So unless the hunter can win really fast a priest will more likely win. As priest is known for it's power increaisng as the game takes longer and hunter is known for it's power diminishing as the game gets longer. Though it is perfectly possible for a hunter to make a defensive deck and sit back for 16 turns while hero powering. It doesn't have to be 16 turns I'm sure if you attack with a minion or two that time will be much closer.
So thats why i think, warlock heropower is the worst, if you are at 20- health, you are already in the one-hit area and extra cards isnt always a adventage, if you are unable to play them anyways.
warlocks usually pair their hero power with a lot of healing effects. a lot of the card removal that is lock specific also heals. in addition they have access to some very cheap taunts to survive longer.
Twilight Drake, Molten Giant, and Lord Jaraxxus go so well with the hero power it is incredible. Defender of Argus with some of those twilight drakes will keep you alive for a LONG time. Warlock is all about setup and card draw. If you make it until turn 8+ then your opponent will probably just be top decking. you on the other hand will probably have several cards to choose from as well. oh, i also forgot Sense Demons, that is nice to get you out your go to cards as well. again, great taunts.
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I've been watching a couple of streams, and seen the hunter hero power. This got me thinking, if the hunter uses his power every turn and lasts out, 16 turns, then he wins. This is of course, not counting healing and such. I haven't really seen any other, hero powers that can also do this. I was just wondering you guys opinions on this matter and if other heroes can do the same.
Also do games normally last longer than 16 turns, or even get up to that point. Not seen to many games to make a decent guess on this yet.
Yes the hunter hero power is strong that way but the way it lacks is reaction. All other classes have the option to use their hero power when it's needed, directed at where it's needed. Hunters have the only hero power that has a fixed target and can't really solve any problem you might have other then help finish your opponent faster maybe. Warriors also have a fixed target but they have cards that work with the armor, hunters have no cards that work with the dmg other than maybe burst down an enemy.
Let me change your mind
Games rarely go to 16 rounds. That is extremely long. In addition if you are playing your hero power every round without exception, you are doing something VERY wrong. Playing minions, removal, direct damage, etc. is MUCH more important than 2 mana for 2 damage on a hero. If anything i would say that the hunter ability is underwhelming. I would even go so far as to say that it might even be the least useful because it doesn't have much synergy. I would prefer to see something like:
- Deal 1 damage to the enemy hero and add +1/0 to a friendly minion until the end of the turn.
It would keep the flavor of the original hero power while sticking with the niche of the hunter class having minions (yes i know there are DD builds but they are rare).
I don't mean hunters have the least useful hero powers cause its awsome to deal 2 dmg to the hero disregarding taunt. Plus if the game does draw out then you are more likely to win if you both keep attacking minions and not heroes. You can pretty much deal your 2 dmg every turn which would help achieve victory. You can win with a hunter without board presence more easly than other classes if you can control the field with traps and removals. I honostly think all hero powers are equally useful for their playstyle. Even though I just said hunters are as reactive that doesn't nessaserly mean their power is bad. Tbh I think priest hero power is more weak in terms of regular play because it's only reactive, if nothing is damaged you can't really use your hero power to pass a turn. Hunters are not reeactive but they are very good with regular play, you can hero power when you have nothing to do for 2 whole dmg to the enemy which is really good in its own way.
Let me change your mind
16 turns is pretty ridiculous of a game length, plus that means he is wasting 2 mana every turn on that which means he is playing a lot less cards.
I d say hunter is pretty weak in the current state, specially in arena where cards are randomly given.
A paladin with a coin can do it much sooner if not disrupted.
Turn 1: Coin + Reinforcement
Turn 2 : Reinforce + Attack with 1 Silverhand Recruit for 1 damage
Turn 3 : Reinforce + Attack with 2 Silverhand Recruit for 2 damage
Turn 4 : Reinforce + Attack with 3 Silverhand Recruit for 3 damage.
Notice a pattern? Win on turn 9!
Alright, thanks for the discussion. I thought it probably wasn't as over powered as I thought it was. :)
That sounds like an actually good idea. Not sure how balanced it would be, but it seems like it would give some extra purpose to those "high HP non taunting" minions.
From what I observed, the Warlock power is barely useable if the enemy has similar Drawing power from minions, and Battlecries/Spells that deal direct damage, specially against a Hunter/Rogue deck.
Nothing beats a rogue draw power with gadgetzen on the board. They can draw their entire hand from scratch while dealing tons of dmg in a single turn.
Let me change your mind
Goooot to be careful about topdecking yourself with that combo!
Here's an example of the wonder that is rogue draw power from gadgetzen:
Turn 5 Gadgetzan Auctioneer + Conceal (1 draw)
Turn 6 2 Backstabs (minion only), 2 Preparations followed by 2 Eviscerates (8dmg to hero) 2 Sinister Strikes (6dmg to hero) 2 Cold Bloods (12 attack Gadgetzan Auctioneer) 2 Shadowsteps (friendly minion only) 2 Shivs (2 dmg to hero) and 1 Conceal.
With this ultimate lucky combo.(which you don't nessasery have to do in this order or need to have all the cards having one can let you draw the rest.) you can deal 28 dmg to hero without considering any other minions you have and a total of 18 cards drawn (17 on a single turn and 1 the turn prior). A little less luck can still go a long way. But pretty much all you need is gadgetzen and conceal on turn 5
Let me change your mind
I wish everyone would link the card pop-ups when they mention it =P
You know, for the lazy noobs like me who still don't know all the cards =D
here you go buddy :D For some reason cold blood and inner fire doesn't show right with the BBCodes here are links to them in database: http://www.hearthpwn.com/cards/207-inner-fire , http://www.hearthpwn.com/cards/92-cold-blood
You're right I'm getting off topic sorry
Let me change your mind
Perks of being a moderator :D I hope you didn't mind I only highlighted the cards.
Let me change your mind
In general, I find the Hunter class to be bland and uninteresting, both playing with or against them.
I totally agree that the mindless Hero power, certainly doesn't help their case... to say that a hunter could possibly auto-win at lvl 16 with the hero power alone is absurd. As mentioned, most matches don't run 16 turn, ESPECIALLY not if the Hunter is wasting 2 mana each turn to try and dps race with a mere 2 damage.
I didn't mean your post in particular angel, but like every post that mentions cards. I'm sure it's a feature people will get used eventually =D
Thanks a lot for those edits, anyways... great job!
To be honost as a priest I never found the hunters a threat. Sure I sometimes lose to their burst dmg but because my hero power directly counters theirs and hunters play a lot of low attack cards that I can Shadow Word: Pain or Shadow Madness it allows me to gain the upper hand.They have such good removal cards that Thoughtsteal and Mind Vision at least gives me one good removal which the hunter can't handle most of the time. Lightwell's healing can't be countered easly by hunters and usually they have to waste a removal on it or Ironbeak Owl which makes them unable to use such removals for my taunt minions. Hunter's usually play with King Krush and/or Savannah Highmane as their only strong minions which are the perfect targets for Mind Control. Most hunters are aggresive due to their hero power so they don't run with much, if any, taunt minions which allows me to attack them directly more freely. They can't heal their dmg while I can which makes them harder to get that burst they need. Their traps are also in my advantage because most my minions have higher than 2 health and I can heal them back up with a simple Holy Nova while removing their mostly 2 health minions. Freezing Trap is also somewhat predictable and I usually use Shadow Madness to steal a minion and attack with that, giving that minion to my hand, making it perminantly mine.
I love going against hunters :D If they fail at their burst I usually win :D Though there are several really good burst decks which do a lot of dmg before turn 5 which is when priests actually start to shine with their only aoe becoming avaliable. So unless the hunter can win really fast a priest will more likely win. As priest is known for it's power increaisng as the game takes longer and hunter is known for it's power diminishing as the game gets longer. Though it is perfectly possible for a hunter to make a defensive deck and sit back for 16 turns while hero powering. It doesn't have to be 16 turns I'm sure if you attack with a minion or two that time will be much closer.
Let me change your mind
warlocks usually pair their hero power with a lot of healing effects. a lot of the card removal that is lock specific also heals. in addition they have access to some very cheap taunts to survive longer.
Twilight Drake, Molten Giant, and Lord Jaraxxus go so well with the hero power it is incredible. Defender of Argus with some of those twilight drakes will keep you alive for a LONG time. Warlock is all about setup and card draw. If you make it until turn 8+ then your opponent will probably just be top decking. you on the other hand will probably have several cards to choose from as well. oh, i also forgot Sense Demons, that is nice to get you out your go to cards as well. again, great taunts.