No One Is Prepared: How Demon Hunter Keeps Dominating the Meta

Of the three expansions featuring the class so far, Demon Hunter was far atop the win charts in two and had a very competitive deck in the third. That is despite an unprecedented amount of rapid nerfs made to its initial card pool. With Aggro Demon Hunter crushing the competition in the early Madness at the Darkmoon Faire metagame, we’ve got to ask why the class is so consistently good and what can be done to make it less overbearing.

The Tenth One

Demon Hunter is a work in progress. It marks the first time a new class has been added to Hearthstone, unburdened by the many unplayable mechanics added for flavor considerations seen elsewhere. Paladins waste valuable evergreen card slots on crappy Secrets and irrelevant buff spells, Druids ostensibly want to attack with their face, Rogues have a few stinker Combo cards like Headcrack, Perdition's Blade and Kidnapper: the list could go on. With so many years of balancing experience under their belt, it’s no wonder Team 5 did a much better job designing a class from the ground up.

The problem is they’ve done too good a job at it.

There’s absolutely no fat here, and this by itself can explain why the relative lack of a card pool makes no difference for the class which even dominated in Wild with its very first builds early on in Ashes of Outland. The Outcast keyword is strongly synergistic with two of the three big card game archetypes: combo decks aim to cycle as much as possible and aggro decks aim for a fast gameplan, featuring many cheap cards which won’t get stuck in your hand. This, by itself, would be manageable. However, the class has access to way too many redraw tools and is nowhere as fragile as advertised thanks to specific removal options.

The situation is a bit like the time when Druids dominated the meta, ramping indiscriminately and emptying their hand in the process only to refill with Ultimate Infestation. This powerful and non-interactive setup enabled three or four very similar archetypes for the class that only differed in finisher tools. There is a natural price to be paid for the ability to consistently fan out on the board in the first few turns: running out of cards. This is why Zoo Warlock was such a strong deck early on in Hearthstone – the class has built-in card draw. Now Life Tap just looks pathetic compared to Demon Hunter’s many refill options. Classic Zoo decks ran ten one-drops to ensure a consistent curve plus four cheap spells in the form of Soulfire and Mortal Coil: Aggro Demon Hunter now gets away with twelve plus two without a built-in draw ability. It boggles the mind to think that a card like Acrobatics or Stiltstepper may very well have been designed when Twin Slice was still 0 mana.

Part of the problem is due to the neutrals: Intrepid Initiate and Battlefiend offer way too many stats for a one-drop while Guardian Augmerchant and Beaming Sidekick offer incredible survivability to them early on. They can now also curve into Wriggling Horror for even more horrifying results. Likewise, Voracious Reader further exacerbates the problems with Demon Hunter’s card draw. These issues are temporary – but there are more than enough permanent ones to consider.

Vengeance Is His

Examining the Aggro Demon Hunter decks show that they are too effective at every single facet of gameplay they’re aiming to facilitate. That’s true even in the case of fringe elements. Remember Ironbeak Owl, a meta staple back when it costed 2 mana? Well, Consume Magic only costs one, making it one of the cheapest Silence effects in the game – and that doesn’t even count for the potential redraw. Similarly, the class’ burn damage output is unrivaled by any other class. This would be fine – as discussed above, hyper-aggressive approaches are naturally capped by them running of cards. That’s where all the other usual suspects come in.

Also, if you hop over to a format with a lower power level – Arena – you’ll also find Demon Hunter dominating with 57% winrate, a less consistent aggressive approach greatly augmented by ultra-powerful initiative cards in the form of Expendable Performers and Cycle of Hatred. You can also go higher with Duels and find the logical extremes of what this incredible cycling ability can get you with Outlander’s damage output.

It’s like that Steve Martin speech about Tom Hanks.

Chaining Illidan

As you may remember from the series on my grind to 1000 Demon Hunter wins, I genuinely enjoy the class and I’m glad to play with something that has no generated cards and can consistently tempo out on the board – but even I am more than happy to argue for a major reduction in its power level. Having such a powerful slate of evergreen cards simply makes it impossible to print anything of note going forward (at least without breaking things even more) – and no one wants to get stuck with “GvG Druid” or “KotFT Shaman” sort of sets.

First, let’s address the weakness, or lack thereof, when it comes to hard removal. When your class’ supposed weakness is having to use your face to remove minions, a card like Blade Dance simply should not exist. Either get rid of it completely or make it “use up” your Attack so you can’t also go face at the same time or deal with a fourth minion along the way. Chaos Nova is five mana and symmetrical – just pause and think about that for a moment. Might its removal push Demon Hunters even more towards all-out aggression? Probably. However, it would also enable better support tools for genuinely slow archetypes.

Crushing the class’ card draw would likely serve as a good solution across the problematic archetypes. While a small change, making Skull of Gul'dan a Legendary would work well from a flavor standpoint and would force players to experiment with other kinds of redraw engines – recent play data shows that it is actually superior to Acrobatics even in an aggro build as the card cost discount has such a massive impact on the subsequent plays. There’s also a good argument to be made that the card just shouldn’t have been printed, much like how Stiltstepper turned out to be to efficient with its four damage reward alongside the redraw.

Demon Hunter’s pure playstyle and nice aggressive options are a good thing to have in the game – but not in the overtuned form it’s been in for most of the year. There’s so much more to explore with the class but there’s a real risk that it will overshadow everything else, ruining the gameplay experience for most other classes in the process. Changes can’t come soon enough.

Yellorambo

Luci Kelemen is an avid strategy gamer and writer who has been following Hearthstone ever since its inception. His content has previously appeared on HearthstonePlayers and Tempo/Storm's site.

Check out Yellorambo on Twitter!

Leave a Reply

11 Comments

  1. Banaani
    December 10, 2020 at 2:33 PM

    “There’s so much more to explore with the class” – like Illidan’s horns, Illidan’s weapons, female illidan, troll Illidan, old Illidan, red Illidan, anti-Illidan or double Illidan? The class is thematically dead end. There is no lore beyond Illidan. Hunter has beasts, traps, all kinds of weapons, rangers, shooting spells, being a lone wolf, being a pack leader, Rexxar, Alleria, Sylvanas and anyone who wanders the woods or is an animal, while Demon Hunter has Illidan and copies of Illidan. Also Warlock’s demons and fel.
    (I know, you probably meant game mechanics.)

  2. Drfury
    December 10, 2020 at 9:33 AM

    There is one card you did not mention that breaks this class even more…and it is not part of the Demon Hunter set:

    A 2 mana rare called: “Voracious Reader”.

    • Drfury
      December 10, 2020 at 9:37 AM

      Of course, I see now you DID mention it…my seniour eyes!!!

  3. MJT3ll3r
    December 10, 2020 at 5:48 AM

    Could it also not be that the thing why we love playing Demon Hunter is what makes it so strong? The lack of RNG cards makes it so much more consistent than other classes. This complete immunity to low rolling that all other classes suffer from, gives it an edge that is pushed just that furher because of the card draw it has.

  4. Joris
    December 10, 2020 at 4:56 AM

    Very good analysis. You make a good point: is (re)draw part of the class’ core? I don’t think so.

    I like playing (soul) demon hunter too, but I would rather have the other classes in the meta as well. Though apart from nerfing (cfr article), I think they should also consider buffing, especially mage & druid.

  5. Generalflagada
    December 10, 2020 at 2:38 AM

    I like this article, a week ago I couldn’t even sleep with my head filled with DH nerf

    So I’m going to post a deck while listing the nerf in the comment

  6. PitLord
    December 9, 2020 at 11:06 AM

    Only after the world championship you can see some change.
    Personally I like the hypothetic change of blade dance, you must consume your attack to kill enemies, how he did warrior with “reckless flurry” who spent armor.

    • Sand-12
      December 9, 2020 at 12:40 PM

      I’d go even further and make it a cleave effect. You cast it and until the end of the turn your attacks hit adjacent minions. It would give the DH some control over which minions get hit, but their opponent could play around it with taunt placement.

      • Barbarossa316
        December 9, 2020 at 1:56 PM

        great idea, facetank with cleave effect. change intrepid iniciate and attlefiends health to 1.
        i like the idea of changing skull to a legendary too. consume magic should cost 2, and voracious reader 3, slowing things down a bit.

    • Deepfearr
      December 9, 2020 at 10:48 PM

      It is fair. Either reckless fury or bladefury effect all enemy board and consumes ur armor weapon etc.. Blade fury only deal damage up to 3 enemy minion. Card not overpowered self when u thought about that it is class card.
      My personel opinion is that DH card pool well oriented not like other classes having dead one in their basic nd core set. Is it fair to make a class weaker due to other class specific core cards ? I think they can make another revision like priest card for other classes too..

    • Generalflagada
      December 10, 2020 at 2:36 AM

      Then why not :
      2 mana
      Attack up to 3 enemy minion at once,

      Meaning your hero literally attack 3 minion with your face and losing durability weapon,

      So the tradeoff is you use your hp, but you can combo with blur/reckless pursuit