I'm sorry for retaking a thread for Beastlords, but I've tried some games with a Beastlord Sov, and the conclusions are evident.
What it seemed an easy way to create an early army, becomes a bit gamebreaking after Sov grows Spell Mastery, and can tame easily Ravenous Harridans and Hoarder Spiders (I even got the Spider Queen from the Spider Event). And with affinity and/or the suit of less spell cost, I could tame BB for a ridicuolus amount of mana.
Umberdroths and other beasts are easily tamed too. So, I sent my Sov alone, and came back with a full army (bears, wolves, spiders...). I gave it to the champ, and went alone again for a new army... Lots of fun the first time, but after that, the game might be broken, with deadly armies with 0 upkeep. My last game, I just researched Civ and Magic untill late game...
And when a beast is tamed, my army receives XP the same as it was killed (well, I find it interesting, but maybe the XP should be halved, or (sigh) removed).
So, to give a bit of balance, I think that tamed beasts should have some mana upkeep (from 1 to ... 10? ... depending on the level or the power).
A quick list: Low level: 1 mana. Mid level: 2-3 mana. High level: 5 or more mana.
If not mana enough for the upkeep...beasts should "untame" (lol?) and get free again.
(Edit) These suggestions by now:
-Leave it as it is. Most people find fun as it is, and we (are supposed to) live in a democracy. So this is the winner suggestion.
- Beasts are untamed if they leave the Sovs's army. I find this one interesting, as it puts a logical limit to the number of tamed beasts. The most balanced untill now (attach number of tamed beasts to army size...I find sense here), so I put it the second in the list.
- A nice alternative: beasts have no upkeep while in Sov's army (as he has direct control over them), but if they go out of the army, then require a certain mana upkeep. I find this very balanced, and make sense with what a beastlord is suposed to be.
- You need to attack the beast. There should be a HP threshold for the beast before being able to cast Tame. Suggested between 10 HP and ...25?. This way, low HP beast are easy to tame, but high HP beasts would require tactical strategics (and a proper army). This sounds good too.
- Not mana upkeep for low level beast, only for high level (hoarder, harrigans...)
- Influence upkeep for beasts with higher level than Sov
- Risk of rebellion each turn. It could be avoided by a sort of spell that require a upkeep.
- Increase resistance to tame for high level beasts. For example, use the HP difference as a % of more resistance. Maybe (HP difference /2)?
Yes, and magical resistance is trivial to overcome. If you are going to be playing a beastlord, you are going to design your sovereign for it, right? I know I did.
This means, brilliant for a total +3 penetration(spell mastery) per level and attuned for the early mana boost. Then use all the penetration items you find, and cast "Meditation" on your cities. Robes that reduce your tactical costs, emerald caps which raise your penetration, path of the mage at level 4. Soon enough you have 3% chance of failure, and need less than 20 mana per cast.
The rewards from a beastlord are so great, it's A-OK to design your strategy around it as soon as you scout 10 tiles in two directions to see what is available. Sure, if there's nothing really worth it, you go assassin and use "Inspiration" and "Enchanted hammers" instead of "Meditation". But if you see great wolves, umberdroths and hoarders, nothing prevents you from picking them up with no risk. You just wait for the right penetration and enough mana, and collect them.
Guys, I have done it twice, and I gave up on the build. I didn't do it because I found it too weak, that's for sure.
Derek, please don't listen to this nonsense. Leave the Beastlord as is. If people want to nerf their Beastlords, then let them mod it.
Sorry Trojasmic, I really don't want to break the fun. But Chiarden came with a nice solution:
Beasts are untamed if they leave the Sovs's army.
This puts a logical limit to the number of tamed beasts: attach the number of tamed beasts to the army size...
I find this coul be a reasonable limit, and is plenty of sense: no mana for upkeep (so BL is different than a magician) but the beastlord is somehow attached to the tamed beasts. They will follow him forever, untill BL replaces them. If they leave the army, the next turn tame disappears, and they will attack.
Yeah, I like this.
I will not talk about the XP, but it should be removed to avoid a tame/untame game...
An interesting idea, but I like being able to spread around my beasts. I don't play a Beastlord very often, but when I do I want to have fun with it and tame everything I can (which usually isn't very much). You all seem to be having more success taming than I do... not to mention some of the stuff I tame dies in battle soon after.
This is a great solution, and I would love to see it. Unfortunately, like everything but the upkeep idea, it will require quite a bit of extra hardcoding to handle.
I like the idea of having to bring down the beasts HP to under 10 or so before you can tame it. That mechanic works relatively well in XCOM. That would make low level beasts easy to tame, but force much more effort to tame higher level beasts.
This comes to be an interesting option too. Thinking about it, I would change the threshold to mmm...25 HP?
This way, low beasts are tamed without need of attacking them (and probably kill them...bye bye fun)
For medium beasts, one or two hits might be needed, and big beasts would require a proper army to deal with, and more strategy to keep them (and yourself) alive and ready for the tame. A fair price to pay for a big beast.
I'll add it to the list
er ... by 'used to be' do you mean 1.00? Or in the beta pre-1.00?
Cause I kinda like 1.00's dodge thus far
I agree at 25HP. The main reason I was thinking about this, is because I remember how fun it is to board capital ships in X3 because you need to be very careful about how much damage you are doing to the ship in question. I could see getting great satisfaction on taming an Obsidian Golem or something by slowly wittling down its health but trying to keep it alive even while it is attacking you, so you can take control in the end.
I like that a lot.
Beta. There was a time when acrobat was 3 and then 2 dodge per level, dodge I/II/III were significantly higher, and fortify was 30. Heroes leveled much faster and went to 30-40 on large maps, and it was trivially easy to have untouchable heroes by turn 50.
This is a turn 62 guy in .915, and this was after the first reduction of dodge. He could get 88 once he fortified, which made him untouchable for trained troops.
Maybe there should just be less Beasts in the game. Change some of the creature types around and it would be fine the way it is. You notice that no one is say Banditlord is OP - because while there are lots of bandits, they all suck. If the Great wolf howl was toned down and there was an "Insect" category for the big bad spiders to go into, the pickings would still be good for beastlord, methinks, but not OP.
And yes, the Studded Collar is the best item in the erly/mid game by a mile.
Yes, Bandit Lord does indeed create a vacuum
I am playing one now but I had a good start in a corner to set me up despite the handicap...
Hmm, if you had to bring shit down to 25 HP in order to capture it ...
I'd really want Naja, Ophidians, and Dragons to be part of that list
Or maybe a separate trait called Reptile-lord which only captures Slags/ Skaths/ Naja/ and Dragons
as far as expanding the tech tree ....
"Allies" as the first, which includes Mercenaries for all, and Wildlings/Darklings for Empires.
Then it splits into "Strong Allies" and "Reptilian Kin"
Strong Allies gives you either Knights of Asok for Kingdoms or Trolls n Ogres for Empires.
Reptilian Kin gives you Najas/Ophidians ... and possibly Slags/Skathi (Skaths might even be mountable?)
Then, IF we are able to have an OR pre-req ... have either Strong Allies OR Reptile Allies lead into Dance with Dragons ...
if not, then make it off of Reptile Allies only.
I really liked that Serpent-Blood race in the early beta, or what was it ... the one that allowed you to build Naja and Ophidians if you captured their lair
with the Class however ... yea ...
Beast Lord, Spider Lord, and Reptile Lord/ Serpent Lord could all be separate ...
(or a beast lord could upgrade to either Spider Lord or Serpent lord at a certain level ...) --> hell, maybe even throw in an Elemental Lord
That would be awesome!
make it so that in order to tame beasts, you have to bring them down to low HP, then throw a pokeball at them.
pokeballs can be purchased from a shop for 15 gold each
I must confess, I have no idea how basic HP reg is calculated exactly but a beast with 20/100HP feels like I need a rest for 5 turns (epic). Healing it during an easy combat might work but thats 10 heals (maybe 8 with enough shards) resulting in something like 50-100 mana... 1 mana/turn upkeep doesnt sound so bad anymore
Unlike the aliens in XCOM beasts in FE (at least the better ones) are quite limited and accidently crit-/maul-killing an umberdroth would realy be a shame. Also unlike in XCOM there is no hunker-down option to pass a turn without counterattacking.
But I guess the most importent point why I dont like the idea is that this is about taming a beast so that it will join your side in the next battle not stunning an enemy to drag him into a holding cell for interregation. Somehow it feels wrong to start your new alliance by beating your future friend almost (or accidently) to death. When I first saw the profession I was glad that it was a beastlord instead of a beastmaster and that the skill was called taming not enslaving otherwise I hadnt even tried it becasue if I want to play an evil slaver there are better options (or worse? well more evi onesl ).
The idea was to come up with something to keep the chance for fail taming to fail higher in the past sov lvl 10, right?
We have:
chance to resist = sell mastery - spell resistance
How about:
chance to resist = base spell mastery + (spell mastery - base spell mastery)*1/beast lvl - spell resistance
Now the higher the beasts lvl the more of your boni for spell mastery you loose, In fact as long as you stick to beasts of your lvl the +3 spell mastery/lvl gets reduced to a fix 3 (total of 73) and only additional traits (prodigy) and items will bring you above 73 but also with reduced effect.
Not sure if that is doable without hardcoding though.
Actually, chance to resist = (100 + spell resistance - spell mastery) / 100
Beastlord has some balancing problems, but the drastic solutions presented here would just make it too much effort to bother with anymore.
At the moment it isn't possible to immediately scoop up the most powerful creatures because Tame has a range of 1. That Hoarder Spider, and especially that Umberdroth with all that Initiative, will tear your Sovereign in half like a sheet of paper when you hit the desired range (or more likely, when the beast in question reaches you first). In the former case, at lower levels the spiderling entourage will happy do that job whilst you have the Hoarder webbed up or dazed, and thus requires a decent screening force to splat them before you can make a try for the prize. It can take some specific setup and tactics in order to be getting a hold of decently powerful beasts early on.
With the setup and dedicated intention required for a Beastlord to do its thing, I can also create a sovereign that is pretty much functionally unstoppable by using trained armies of spear-wielding Defensive bastards, or fireballing everything to death, or pooping out a load of Shieldmen, or whatever.
Beastlord needs a smaller tweak to help deal with the snowball effect of minor beasts leading to ruddy great Hoarder spiders and the like, but make the whole thing too much effort and it won't be played anymore.
If BeastLord needs any nerf, it would be mana cost required to tame a beast should be variable to either level/hp of the target beast.
The problem is that the game is bugged that it is currently not possible to implement it as a mod.
I could go with the requirement that beasts have less than some amount of health or some percentage of maximum health before they can be tamed, but I don't like the idea of attaching a mana upkeep to creatures (particularly not one which depends on the level of the creature). What that amount of health or percentage of maximum health should be, I don't know. I think I'd rather have a percentage-based system for the 'you can attempt to tame this' threshold rather than a fixed amount of health, although if this is done there probably should be some set amount of health below which you can try to tame the beast regardless of the health percentage.
I could also go with the difference between the Beastlord's level and the Beast's level providing some sort of modifier for spell success chances.
That being said, I'd sooner see it left alone than see many of the changes suggested in this thread.
I really like the suggestion that the beast only stay controlled with the beast lord.
The concept of a wild beast being easier to tame when injured and in pain I don't really buy.
Lets fix this problem and the Influence is meaningless problem and make beasts cost influence a turn
.. Nah. But Beastlord can go either way. One of the worst things for a beastlord is 'low monster spawn rate'
Personally, I prefer Silver tongue myself. .. Stealing your troops right out from your armies.
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