Game Design - Hearthstone: Demon Hunter

Game Design

Hearthstone

Demon Hunter

World of Warcraft: Legion is out and introduces a new class to the game, Demon Hunter. To celebrate the release I decided to design some Demon Hunter cards in Hearthstone, demon cards for the Hunter class that is. The Demon tribe is currently unique to Warlock, but I've attempted to introduce them into the Hunter playstyle while maintaining the lore of WoW. Due to the Hunter class cards focusing on Beasts I felt that introducing a new tribe to the class would require synergy with existing cards. 



Felsteed
  • Designed to support aggressive Hunters.
  • If played on curve players would want to play as many cards as possible before the deathrattle is triggered.
  • At 3 Attack it can deal with other powerful 1 drops.
  • Initial design had 4 health, but I felt this could be obnoxious to the enemy player if they were unable to deal with it.
  • With 3 health it can be killed by many cards (frostbolt, lightning bolt).


Helboar

  • Demonic Huffer, without the threat to face.
  • Designed to support a more Control Hunter, by making it able to trade well against enemy minions.
  • A good target for Fel Barrage.
  • Enemy players don't have to worry about clearing it until they want board control.
  • Enemy players can buff and heal Helboar to keep it alive longer.
Fel Barrage
  • Named after a Demon Hunter skill from WoW.
  • Designed to benefit having Demons on the board while also supporting Control Hunter.
Metamorphosis
  • Only changes the tribe, not the minion.
  • Supports existing Beast cards.
  • Sacrifices Beast synergy for the reward of stats.
  • Creates a target for Fel Barrage.
The Gatekeeper and Cerberus
  • Combos with Unleash the Hounds and On the Hunt.
  • The minions were given good stats for their cost due to the difficulty of pulling off the combo.
  • The Gatekeeper's effect is not a one time event.


Warp Stalker
  • Warp Stalkers in WoW have the ability "Warp Time" that slows enemy attacks. I wanted to bring this ability to the card.
  • Freezing an enemy minion stops it from attacking on their next turn.
  • Has below average stats for a 2-drop due to the effect.
  • Allows for early game board control.




Wrath Hound

  • Allows the player to spend their health instead of their mana to use their hero power.
  • Thematically makes the Hunter more like Warlock, as they also sacrifice health for their hero power.
  • Has below average stats as the effect takes immediate effect, meaning the player can play this card and hero power on turn 4.
  • Effect only lasts while this minion is alive.
 
 Demonic Appetite

  • Grants the Hunter class some consistent card draw.
  • More expensive than Mage's Arcane Intellect (draw 2 cards) when unable to combo with a Demon.
  • Rewards the player for having control of Demons.
Bloodhound
  • Supports Beast synergy.
  • Bloodhound would be healed from cards that destroy friendly beasts as well, such as Inner Demons and Gatekeeper.
  • High health stat to allow for positive trades and increase the usage of the healing ability.
Inner Demons
  • Combos well with Unleash the Hounds and other Beast tokens.
  • High mana cost due to the large amount of Demons with great stats.
  • Supports the slower game of Control Hunter.
  • Allows the player to trade positively with their board and then convert them into full health Demons.
  • Has a % chance to pull demons that have a negative impact on the game (Helboar, Wrathguard)

Hakkar the Houndmaster and his Felhounds
  • Chosen for his "Houndmaster" title, which suits the Hunter class well.
  • Should be played re-actively against players who have cast a large amount of spells the turn before.
  • Can be used against Miracle Rogue after an Auctioneer turn, or any Yogg deck.



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