First off, I dont think that the hero power is (objectively) OP. 1 mana for 1 face based damage is perfectly in line with the other classes hero powers.
Where I think the design goes wrong is that the 1 mana cost makes it really flexible to weave into other turns - particularly answering 1 mana/1 health drops on turn one. No other class can do this. You also hardly ever float a mana making the class very mana efficient.
Add to this that they've printed a large number of cards which synergise very well (too well?) with your hero attacking and snowball very quickly and you start to see why it might be problematic. Battleworn Vanguard for example is basically 4/4 in stats for 3 mana - that's good in anyones book. If you cant answer it immediatly the board is full by turn 4. For me this is the crux of the issue with DH and why it feels so bad to play against (that and the fact they keep giving the class more draw unstopable face damage).
Now imagine If the hero power was 2 mana/2 damage (to keep it consistent with other classes). Things would look very different - no minion clear on turn 1, a 2 mana minion drop on turn 2 that you have to hope survives to turn 3 to activate. If you then used your hero power to attack you've only got 1 mana left which means you cant develop a good board. If you wanted to garuantee the proc it's a 4 mana play. Suddenly things look balanced!
All that said - the biggest problem at the moment is Dreadprison Glaive and the interaction with Multi-Strike. Clear a minion and get a windfury face attack - excellent!
Spot on, perfect explanation of the problem! (Have you ever thought about doing an analysis of other game aspects too? :D ). Why they are incompetent at solving it is because they only want fast games. There is no room for anything else in the ladder game play, be it standard or wild. Curious how the arena is gonna fare after the changes. Too bad the core game is not like that anymore...
Unfortunately, these f-tards only care about faster games so they adjust everything in that direction (and have been doing it for several expansions). It's not only the effect of powercreeping, but mostly the design choices.
Since they focus so much on seemingly high-impact plays, games not longer than 10 turns, and drawing most of your deck during that time, there's nothing left to do.
The only solution for people that don't like this teenager-visual-bullshit-wank-on-toilet game is to either play something else, or to pray for a change in (i.e. firing of) designers, marketing people and the other f-kers that are forcing it.
Spot on, perfect explanation of the problem! (Have you ever thought about doing an analysis of other game aspects too? :D ). Why they are incompetent at solving it is because they only want fast games. There is no room for anything else in the ladder game play, be it standard or wild. Curious how the arena is gonna fare after the changes. Too bad the core game is not like that anymore...
You are right OP.
Unfortunately, these f-tards only care about faster games so they adjust everything in that direction (and have been doing it for several expansions). It's not only the effect of powercreeping, but mostly the design choices.
Since they focus so much on seemingly high-impact plays, games not longer than 10 turns, and drawing most of your deck during that time, there's nothing left to do.
The only solution for people that don't like this teenager-visual-bullshit-wank-on-toilet game is to either play something else, or to pray for a change in (i.e. firing of) designers, marketing people and the other f-kers that are forcing it.