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)?
How about beasts require upkeep. but upkeep is waived for all beasts stacked with the sov?
A true nerf would be to make them uncontrollable. It's been discussed elsewhere the AI is pretty poor at tactical battles.
Hey people, I'm happy there is good discussion on the post. It means that there are many different ways of seeing the Beastlord, and untill now, most of you agree in leaving as it is. I don't want it to be nerfed, really, but my last games with it showed a way to access to a big army with little effort.
Let me explain again. A good beastlord design will include +1spell mastery/level and +2mana/turn. Once you tame one or two low level spiders with web, you can easily tame other low level beasts (wolves, bears,...). As XP is given after tame, your Sov reaches soon level 4. Giving him Path of the Mage opens the chance of +spell mastery traits, wich for some reason, is used to calculate the resistance to tame. So after a few levels more (this is, more FREE bears, wolves, and spiders), you have a strong army, and a Sov with high chances of taming. Harridans and hoarders are webbeb by one of your many spiders, and your sov only has to go and tame...and voila...your free strong army becomes a free deadly one. Adding objects that increase +spell mastery only accelerate the process to get a big spider even sooner. Send that army to the nearest AI, and see what happens... And if you send your champ with the rest of your beasts to the other AI... That is an early/mid-game game-breaker, or not?
I usually post to give suggestions to improve the game. I don't like too much nerfing, as I find this game difficult in the early game, and any help/power combo is wellcome. Like the binding faction trait. But it gives crappy summons, to improve them you need to build shrines, and they are still crappy. So binding helps in early game, and scales in mid game in a reasonable way. But beastlord has not this scale. You start with crappy beasts, and then get access to super-beasts. No fair scale. I want helping traits in early game, but not game-breakers.
I posted this to be sure I'm not wrong in thinking it, and some of you agree with that. I wanted to see opinions about that, and intead of just complaining, I wanted to gather ways that could help to give some balance to the trait. I insist, I don't want it to be nerfed, just giving some balance, so next time I play it I don't feel like "oh, I'll take that harridan soon. And once I have it, I'll take the hoarder and settle there"..."wow, umberdroths, I want one or two for my collection"...
That sounds nice: upkeep for beasts that are not under direct control of the Sov, this is, in the same army. IDK if this could be easily implemented, but untill now, it is one of the best and fair (and I think easy) sollutions. I'll add to OP.
Rather not change beastlord, or if so make it minor.
Upkeep is definitely drastic would not want to go that route although 0 upkeep is pretty significant. Gold would be ok I guess, influence/mana no.
needing to have a mob be a certain level/health/etc is an ok idea - but adds a big pain in the ass for something that you would probably reload for. I don't really want to spend a half hour reloading because i can't get it "just" right.
If I HAD to have a nerf, i would rather it be - no upkeep under sov, outside of sov it costs X - either some one time amount of currency (gold preferably) to transfer ownership (i.e. forge a collar) or a cost per turn (again preferably gold).
As much as I hate it, it probably is a good idea to nerf great wolf. I didn't know it stacked... that's just mean.
Other than talking pure nerf, it could be that maybe some pros and cons are added, i.e.:
Limited number of beast slots - beasts level relatively quickly or provide some other passive benefit
Some beasts cost upkeep, while others generate income so its possibly to realistically keep it balanced
beasts with the sov cost no upkeep and become beefier upon join, beasts outside of sov cost upkeep (some) and get weaker.
Beasts in a city (confined) can go nuts frequently, beasts with humanoids go nuts rarely, beasts with other beasts go nuts never (or sov)
Similar to great wolf, more "pack" beasts provide benefits to the entire army. Solitary critters, like uberoth, reduce an armies effectiveness (related to tarth)
etc
+1 to keep Beastlord as it is.
Well it seems most people agree in that BL is ok as it is.
Maybe for us who found it OP, it was only because the games resulted specially good because of random conditions (many beasts to tame), or we could squeeze a lot the benefits...
For now, I have changed the thread tittle to an interrogant, but disussion is still open if anyone wants to add suggestions/opinions.
True.
I do, however, find it easier conceptually to represent it as (100 - spell mastery + spell resistance)%
I would have another suggestion but it seems to be a lot of work...
Basicly we have 6 kinds of beats that can be tamed, wolves, bears, wargs, spitting spiders, biting spiders and reptile like things (umberdroth and co). These beast races exist in different lvls (for example: bear cub (1), bear (3), cavebear (5)) but even if a bear cub reaches lvl 10 it would still be a cub not learing any trait or getting any +/lvl on dmg, def or anything else but the basic +1 to hp and acc.
Now if we could add the posibility of having pets evolve (a summon scroll that exchanges a lvl 3 cub with a lvl 3 bear) we could:
- reduce pets to the lvl of the caster when tamed (-> no cave bear before sov lvl 5, no umberdroth before lvl 10)
- if that reduction devolves the beast into an earlier version hand out a free scroll so it can re-evolve once lvled up
- sell these scrolls for lots of money and maybe only after they have been researched (military techs so that you want them even if you dont build troops)
- offer an alternative to getting better beasts even late game when the spawns are gone but also in early game if you find nothing but some wolves in bandit armies to tame
- offer a reason to waste mana on taming low lvl beasts during the whole game
- give a reason to train low lvl beasts (outside the sovs army) resulting in more losses than collecting them in towns where they raise your rating without any upkeep
Since I still dont know much about modding I am not sure if it is moddable (maybe with multiple specilized tame spells?) Something like tame_cavebear that tames a cavebear and depending on casters lvl kills it to summon a bear/cub insteat.
PS: Those of us that find the BL OP might just be to agressive...
Beeing OP should mean that the AI is less likely to declare war and as long as wildlands and quests provide challanges you dont feel OP. The fact that you can steamroll entire factions with an army of BL and 4 beasts only reveals itself to those that are looking for war. After 2k turns I am confident that the AI would be more challanging (escpecially if only one superpower faction is left controlling 70% of the map) but I just dont have the patience to wait that long
When I see maths, I prefer keep quiet. Don't like them
I see a lot of work there, I was thinking in something like a mana upkeep, or some limitations that would require some work too.
Respect to be agressive...is part of the game...AI can be, but not too much in early game. At least in normal and challenging diff. Some posts are refering to that issue too. Of course, having an agressive AI in the early game could make things change...a lot for many players that like to first build. It is a 4X game after all, and íf you just use the explore and extermine, and forget the two other X...
Finally, the game allows you to do that, after all...There is a lot to talk about early rush in AI, so might be a thread for that discussion would be interesting
Leave Beastlord (and other fun and powerful stuff in a bearable range) alone. Don't kill everything that is fun. If anything make certain monsters more resistable. The Mana cost has been ramped up (and casting time taken down. Putting strategy into the ability while taking tendium out = good if painful for someone who usues and likes beastlord). That was a sensible change. Killing beastlord or making it into stuff like bandit lord in its current form will kill the game if applied to broadly. If anything Beastlord still needs to be ramped up (still way better than before though especially because the chosen mechanic is fun. Getting income from bandits sounds like a neat addition as does broadening the classification of bandits...).If anything normal troops are still underpowered and actually need a boost (also helps AI = good). Because klicking end turn 50 times in a row is not much fun. Nerfing everything by making the junk stuff the measuring pole leads to a bland game. (and the unit part of the game is still lacking. Its not the beastlord stuff being to fast its the training still being to weak and taking to long and taking to much time to groom... Still not convinced that the tripple-whammy on heroes was a good idea while being so cautious about upping troops not just by small measure. Troops still seem negatively broken / underpowered by core mechanics...)That aspect of the game is broken. If the problem with beastlord is just hoarders and umberdroths and a few others make those harder (not impossible though to tame) by increasing spell resistance (powerful combinations should be possible and brilliant is a good trait even for non-beastlords). Taking betrayers and adventurer equally is powerful and fun. Taking it out whould be a bad idea. If you don't like optimizing don't optimize. Leave people their fun. (absurd stuff is fair game. Imagined slights of stuff on the stronger range is not.) Reload is in the game. Balancing stuff after reloaders = not the wisest of ideas unless you really want to cater to an exterme demographic.Getting everything powerful needn't neccessarily lead to things spiraling out of control. See FFH 2 for a good example of a relative equilibrium of fun and powerful stuff which might individually seem overpowered (and to a degree FFH).Also complex mechanics make fun stuff less acessible and thus possibly much less fun = possibly a very bad idea. Getting away with it entirely might be the better option then... I mean that. (As Kael hinted: Stuff that is fun to design is quite often terrible to play. Some ideas in this thread come to mind.) Some of the suggestions here may seem nice on paper but honestly junk to play (not true for all suggestions)Focus should be the fun part of balancing imo. So stuff just needs balance if it majorly diminishes the game (like being invisible to monsters cheaply whould do...)Is beastlord in that category: Hardly. At least after the change of costing considerable mana (40 per cast / try is not that few early in the game. Upkeep on top of it frankly seems silly) thus taming every beast left and right impossible (and a single hoarder still doesn't kill a stack of riddiculous jaggernaughts or trained high-level stuff the AI throws at you..).Remember one of the design creeds was: go big or go home. Hope E:FE doesn't turn into a nerf-into-oblivion fest... Have seen more than one game losing fun from overbalance (and some mechanics from the beta have been overnerfed. Actually trained units have been. There was a time in the beta they where fun if overpowered. Calls for a nerf ensued and the chosen path has lead to a nerf that the mechanic hasn't recovered from yet.)Not to sound to negative. E:FE is a fun game. Hope it stays that way. People going on the nerf-crusade on principle often go a bit far and don't mind the long-term consequences. As seen with trained units. Hope this doesn't turn into such. No matter how noble the cause may be.In a complex game with so many nooks and crannies some disparity between choices is to be expected. If it ain't broke don't fix it. Balance itself doesn't mystically create fun. If anything its one of many building blocks possibly enabling a fun experience. No more no less (in single player games)There are much more worthy places to put developer time at the current state of the game than micro-balancing beastlord imo.@ OP: Still thanks for makign the thread title in suggestion tag and putting a question mark at the end. Allows for normal discussion on a level headed scale. Not matter if I disagree (on basis of cutting a fun feature for most questionable gain. There is more than one solid choice for proffession/vocation. All of them play differently. Most of them play fun = good game design. Taking singular options out of that equation that are relatively in line if a bit on the powerful side I can't really see the gain sorry...). Kudos for that.
Seems like the trends in this post reflects very well the state of balancing discussions over here:
- You've got people arguing that broken stuff strategy "x"is fun and we should keep it that way.
- You've got people trying to hit the nail on the head by putting forward funky solutions about "x".
I would personally agree with the first group up to the point when I play a game implementing strategy x and realise by turn 35 I would win. Now I would say to myself "Hey! everytime I pick strategy x up I know I would win my game". Is this fun? Frankly the first game is; past that, it's just to easy, and thus boring!
I'm fine with having altar quest spamming, beastlord, instant-blizzard-nukes for 90 gold strategies as aces up my sleeve, but honestly, I'm never gonna use them again after the first try, or in all honesty once every 36th day of the month.
Want to "balance" beastlord? Keep it simple and realistic. Would it be possible for an apprentice tamer to tame powerful beasts? Keep the same numbers and have a % reduction (-5%, -10%, 15% or whatever) for every level difference between the beast and the beastlord. More of a gambling, still useful, no mana upkeep, no maintenance, no shenaniggans, just have to roll that high 6 if you want to tame your level 7 Bear with a level 1 Sovereign.
My 2 cents, now the pitchforks!
I have not played a beastlord, but maybe there should be a cap based on the sovereign's level?
Examples of this concept could include "total number of tamed beasts cannot exceed the sovereign's level" or "cannot exceed 1 plus half the sovereign's level" or "total number of beast levels cannot exceed (sovereign's level) * (sovereign's level + 1) / 2 or... whatever...
Presumably the right way to pick the rule would involve trying different suggestions and see which seems the most fun...
I finally get what the OP is talking about. I started a game tonight with Kul-al-Kulan, the Umber race, and made him a beast lord. Holy crap is he powerful. My first army consisted of a Cave Bear, a Great Wolf, a Skath or some kind, and a Naja. I later added a Umberdroth and a Ravenous Harridan. There is really nothing that the other sovereigns can throw at me that can even deal with that mess.
I really don't care if they change it, mostly because I think a balanced game is rather boring, but I do get what you are talking about.
I changed my army now to the Great Wolf, with two Umberdroths. Those three things are just one big wrecking ball.
Two "nerf-ish" ideas, not intended to be combined together:
* Get rid of the beast capturing spell (I've never played with a Beastlord leader before, so I don't know what it's called). Instead allow Beastlords to purchase as many capture collars as they want, thus making it expensive to go on a capturing spree.
* Give captured beasts the "broken" malus, or whatever it is that capitulated sovereigns have.
I have tried beast lord, and it is nice (especially when compared to having the ability to summon a single level 0 shadow warg), but it does have some significant downsides.
First, the one use per 10 turns thing can be a significant problem in some contexts. If this ability does need to be balanced, I think I would do so by playing with this number.
Second, beast units have significant weaknesses and if you buff them you need to pay mana upkeep. You cannot upgrade their gear, and city buffs do not apply to them. So if you need to use your beast units, you are going to be losing some of them, and, beast units count against your army size.
Third, if you can survive to late game and specialize in a single resource, the compounding of resources quite could easily mean you are not resource constrained in the context of that resource.
Finally, any initial advantage can be leveraged into a long term advantage if used effectively.
In other words, beastlord has the feel of a linear advantage in an exponential growth game. It's a very real advantage, but it's surviving into the late game with compounded advantages that is OP.. Note also that Adventurer [for example] gives you another potentially superior source of no-resource-cost units (and whether it is actually superior depends on the kind of world you are playing in).
That said, if beast taming is too powerful at the highest difficulty levels, that suggests that when beasts get tamed they lose the buffs they were given by the high difficulty level. (But I have not tried this so I cannot comment.)
After playing a few beastlords, I think I see what you mean.
But rather than a mana drain, I think that they should be a food drain, perhaps 1 food per level of beast levied against the city whose territory they are in? So if you are defending a city with a full complement of level 10 beasts, that city would be short 90 food. They have to eat, after all... If they are afield, they could be assigned a city using the same algorithm used to assign outposts to cities. And, if you have no cities left, they should cost nothing.
Does this sound reasonable?
Actually, since not all beasts are equivalent, maybe each perk should add one food unit to the beast's upkeep costs (and each disadvantage should deduct one food unit)?
I have no idea why there are people that are bothered by stuff being "too strong" in a single player game. As someone else said in another thread, Fallen Enchantress is a toy- it's meant to be played with.
We don't have multiplayer where other people will miss out on fun because we're steamrolling them with powerful beasts. We pick traits based on how we want to play. If, like Tuidjy, you don't enjoy using Beastlord, nothing's forcing you to use it, like he said. The AI doesn't use it, so you can't even claim you need it just to keep up with the computer.
Myself, I've always preferred the idea of buffing weaker options instead. I'd love a Bandit Lord buff. Maybe make them gen cash instead of taking it, as was mentioned earlier, or allow stronger rogue humanoids to be affected by it. *looks at syndicate*
... Also, what exactly would be wrong with power inflation if things are buffed? I mean, I know why real-life inflation is bad, but I don't get why it would be so bad in a game like this. Just buff the really bad stuff instead of everything.
I don't think it's OP if you play Ironman (no saving unless quitting), my preferred mode since Alpha Centauri. How every I'm newbie on this game. So my opinion means probably shit.
Then an average ~25% resist chance and 40 mana cost are a strong balance factor at the start of the game. Later in the game when your spell mastery and mana income make casting tame cheap and reliable you have little use for it. That's how I saw it in my current second game. First time I tried it on a stalker it resisted and I died. Two dozen turns later I succeeded on a rock spider. Then tried it on a cave bear failed again, how ever my companion died. 40 turns later I had luck, got a ravenous Harridan spider (yay), a giant Rock Spider and corpse spider. Now it's finally paying off but my regular army stack is already doing well.
Well, after the long discussion, I still think it is OP. Ironman mode can put a limit, but only at the very first moments. Once your Sov reaches path of the mage, and gets some more levels to improve spell mastery, the tame is going to be succesfull most of the time. And when you get web-spiders, then you can web and tame. If you fail tame, still can kill the webbed beast with low risk.
I find OP as it is a way to get free units (ok, you need to spend some mana, wich can be reduced with some traits too). This allow to increase faction power very easy and fast, so you can delay the troop production and focus in Civ developing, or spam units and the faction power will increase a lot, and everybody will be afraid of you.
But it is ok. It is fun to play and almost all people here want their Beastlord to play this way. So for me, the case is closed.
In fact, I'm dealing now with the most OP tactics: Tuidjy's quest loop. Against this, beastlord is like a toy.
If anyone wants to try other interesting strong tactics, try to spam Quendar Slaves, and our lovely yithril juggernauts (but these are for the late game).
On the topic of interesting tactics,
1x Sov with Summoner, Path of Mage, and access to all forms of magic
+
8x Henchmen with Path of Mage, Summon 3 and Water Adept 3
= 9 Level 30+ Ice Elementals with about 150 health each, with each Elem costing you maybe 15 mana?
It'd be easier to cast Falling Star, but it's fun watching so many elementals wreck stuff.
For 90 gildar and a conclave with Scribe scrolls, you can try buying a "Blizzard" Scroll in the shop. It is said to be very powerfull, if you have some water shards.
Although I'm still quest looping, I will give it a try on my next fight.
[quote who="»Dragoon«" reply="71" id="3288440"]I don't think it's OP if you play Ironman (no saving unless quitting), my preferred mode since Alpha Centauri. How every I'm newbie on this game. So my opinion means probably shit.Then an average ~25% resist chance and 40 mana cost are a strong balance factor at the start of the game. Later in the game when your spell mastery and mana income make casting tame cheap and reliable you have little use for it. That's how I saw it in my current second game. First time I tried it on a stalker it resisted and I died. Two dozen turns later I succeeded on a rock spider. Then tried it on a cave bear failed again, how ever my companion died. 40 turns later I had luck, got a ravenous Harridan spider (yay), a giant Rock Spider and corpse spider. Now it's finally paying off but my regular army stack is already doing well.[/quote]
I've playing what you are calling ironman rules on insane, epic pacing, huge map, insane difficulty, sparse resources, .... I've something like 30 stacks of corpse spiders now, some with well over 300 health guarding my cities. There was a queen of spiders event which gutted my cities, but once I got the technology I figured out how to tame entire nests, and her spiders were significantly superior to anything growing normally. And the way I am playing (currently 208 spell mastery) there's little risk of a tame attempt failing, and while I have yet to discover any mana cost reduction robes, other sources of tactical spell cost reduction have me down to 10 mana per tame attempt.
Anyways, this took me from 1/12 magnar's power to 1/4 so maybe I have a chance... I had started to build a regular army, but I decommissioned all but one unit that had reached level 5. Magnar and Karavox are too powerful for me to compete with, using military forces, but I am pleased that I now have defensive forces that I can use to slow them down (in Karavox's case, to re-take my cities :/), when I face them.
I would leave the HP-tame% idea too. However, level is okay for me, and it is implemented already, works nicely... higher level, more charismatic (higher spell mastery) leaders have a better chance against a plain, lower lvl (lower spell resist) beast to tame.
But I found this "rebellion" idea awesome... keeping tamed mobs would look like this:
1. tamed beasts are easier to keep if grouped with a hero or the sov: the chance of the beast leaving the party is (level of the beast *2) - (level of the leader).
A solo lvl 1 beast has 1% of running wild, but with a lvl 2 leader (hero/sov) the chance is null.
For a lvl 11 Great Wolf (same lvl hero): 22-11= 11%. The level of the hero is usually higher, so it is an extreme example.
2. for a BL it is easier: (level of the beast * 1) - (level of the leader). Basicly there is no chance that the beast leaves the lord (until grouped with the BL) as they have the same level.
3. 1 mana / every 3 lvl of the beast.
I just like the idea to keep the beasts under the command of a higher level leader... what do you guys think?
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