Content of the article: "Updating Lord Defeat Traits"
I've tabulated the data on Lord defeat traits taken from here, and sorted them into what I think are Good, Ok and Bad Traits.
Do you agree? How would you fix them?
These are traits that provide bonuses to useful stats (eg. melee defence, speed, AP damage), a broad range of useful stat bonuses (small bonuse to various resistances), provide useful traits (frenzy) or are stackable (research, hero action cost).
|Ulthuan Undefended||Tyrion||Melee attack: +2 (Lord's army), Recruit rank: +1 for all units (Lord's army)|
|Dragonslayer||Imrik||Bonus vs. Large: +10, Fire resistance: 25%|
|Saurussmiter||Kroq-Gar||Public order: +2, Melee defence: +10|
|Out of the Skies||Tiktaq'to||Campaign movement range: +10%, Campaign line of sight: +10%|
|Wanderer No More||Nakai the Wanderer||Bonus vs. Large: +10, Melee defense: +10|
|Immortal Unbeloved||Malekith||Income from raiding: +10% (Lord's army), Passive ability: "Frenzy"|
|Hagbutcher||Morathi||Hero action cost: -10% (all Heroes), Hero self-defence: +10% chance of wounding aggressors (Heroes in local province)|
|The Day After||Crone Hellebron||Armour-piercing damage: +20, Melee attack: +5|
|Malus in Underworld||Malus Darkblade||Armour-piercing damage: +30|
|A 'Fitting' End?||Ikit Claw||Winds of Magic Power Reserve: +10 (Lord's Army), Research rate: +10% (Factionwide)|
|Craven by Name…||Tretch Craventail||Speed: +12%, Leadership: +4 during subterranean intercept battles (Lord's army)|
|One Down, X to Go||Luthor Harkon||Magic resistance: +15%, Leadership: +10 when fighting at sea|
|Siren Extinguished||Cylostra Direfin||Miscast base chance: -5%, Winds of Magic starting amount: +15 (Lord's army), Enemy Winds of Magic starting amount: -10 (Lord's army)|
|Not So Grand Hierophant||Grand Hierophant Khatep||Winds of Magic power reserve: +15 (Lord's army) , Immune to desert attrition (Lord's army), Immune to sandstorm attrition (Lord's army)|
|Grimsbane||Volkmar the Grim||Melee Defence: +3 for melee infantry units (Lord's army), Melee Attack: +3 for melee infantry units (Lord's army)|
|Hunted Down||Markus Wulfhart||Missile resistance: +10%, Missile damage: +5% (lord's army)|
|Grudgekiller||Thorgrim Grudgebearer||Construction cost: -10% for all buildings (Local province), Research rate: +10% (Factionwide)|
|Slayer King Slayer||Ungrim Ironfist||Melee attack: +5, Magic resistance: +5%, Missile resistance: +5%|
|Hidestriker||Grimgor Ironhide||Armour-piercing damage: +20|
|Sneakysmiter||Skarsnik||Ambush Success Chance: +20% (Lord's Army), Ambush Defence Chance: +20% (Lord's Army)|
|Greenskinner||Azhag the Slaughterer||Magic resistance: 30%|
|Cruelty Restrained||Isabella von Carstein||Passive ability: "Regeneration"|
|Lichekiller||Heinrich Kemmler||Magic resistance: +10% (Lord's army)|
|Troll Hunter||Throgg||Bonus vs. Large: +15, Weapon strength: +3%|
|End of an Errant||Repanse de Lyonesse||Growth: +5 (local province), Double experience gain for units when fighting against Bretonnia (all units in army), Research Rate: +5% (factionwide)|
|Witchfinder General||The Fay Enchantress||Casualty replenishment rate: +10%|
|Skullslasher||Morghur the Shadowgave||Missile resistance: 30%|
These are generally fine, in that they provide a tangible benefit, but it might be a bit too niche (Sniktch's stalk), or a little too weak in comparison to similar traits in other lords (Kholek's 10 BvLg), and require either another themed bonus (Sniktch: +1% hero success chance
|Mistpiercer||Eltharion the Grim||Missile resistance: 10%, Attribute: Charge Defence vs Large|
|Movable Mountain||Gor-Rok||Leadership: +4 (Lord's Army), Attribute: Expert Charge Defense|
|Black Ark Down||Lokhir Fellheart||Immune to storm and reef attrition.|
|Deathmaster by Nature||Deathmaster Snikch||Hero action success chance: +4% (local region), Attribute: Stalk|
|Consigned to the Drink||Aranessa Saltspite||Income from sacking settlements: +15%, Passive ability: "Regeneration" when fighting at sea|
|Khalida Never-Living||High Queen Khalida||Diplomatic relations: +30 with Vampire Counts, Recruit rank: +2 for missile units|
|Arkhan the Blackened||Arkhan the Black||Weapon strength: +25% when fighting against Vampire Counts, Diplomatic relations: +20 with Tomb Kings|
|Metalstorm||Balthasar Gelt||Armour: +6 for all units (Lord's army)|
|Great Green Killer||Wurrzag Da Great Green Prophet||Physical resistance: 10%|
|Weightwatcher||Grom the Paunch||Diplomatic relations: +10 with High Elves, Attribute: Causes Terror when fighting against Greenskins|
|Moonslaker||Mannfred von Carstein||Attrition: -50% casualties suffered from Vampire Counts territory attrition (Lord's army)|
|Ghorst or Ghost?||Helman Ghorst||Enables poison attacks|
|Undeath Descendant||Vlad von Carstein||Wound Recovery Time -4|
|Blood Feuder||Wulfrik the Wanderer||Charge bonus: +10%|
|Kingslayer||Louen Leoncoeur||Charge bonus: +10, Recruitment cost: -20% for cavalry units (Lord's army)|
|Stormblight||Kholek Suneater||Bonus vs. Large: +10|
|Ruin Unrestrained||Teclis||Winds of Magic power reserve: +10 (Lord's army)||The 2nd most poweful spellcaster in the setting but has strictly the worst bonus to magic casting of any Lord defeat trait. Giving +5/10 factionwide might make more sense.|
|Shadow's Fall||Alith Anar||Hero action cost: -15% (local region), Hero action success chance: +10% (local region)||A bad version of Morathi's trait. Hero success chance/cost aren't particularly useful as bonuses in the local province. It can possibly be gamed using stacking it to get free Assault Garrison and Damage Walls heroes, but it's hardly worth the effort. If he also gave a trait such as vanguard deployment, vanguard deployment to missile units in the army, or a small factionwide bonus to missile damage, his existing trait bonuses could be kept as fringe benefits.|
|Neverqueen||Alarielle the Radiant||Public order: +4 (Local province), Winds of Magic power reserve: +5 (Lord's army), Growth: +10 (Local province)||Local settlement bonuses are of little value, because your lords shouldn't be spending much time there, and the game shouldn't encourage you to. They're pretty weak bonuses as well, and not worth hanging around for. The WoM reserves are minimal and make no difference. A factionwide bonus to growth (eg+10), might be sufficient to make it worthwhile, as defeating her 5 or 6 times would make a decent bonus to growth.|
|Spawnkiller||Lord Mazdamundi||Leadership aura size: +25%||One of the most powerful Lords in the lore, and formidable in-game. The Leadership aura is not particularly useful so bonuses to it serve little purpose. Theme's of advanced knowledge, magic and engineering of the Slaan might lean towards factionwide bonuses to building cost reduction, research or WoM.|
|Prophet of Doom||Tehenhauin||Casualties captured post-battle: +15% (Lord's army, Untainted: +3 (Local province)||Really weak bonuses in general. A significant malus to enemy Lizardmen leadership (eg -8), increasing enemy miscast chance, and/or immunity to jungle attrition might all be useful. Increasing casualties captured to +50% or similar might also be enough to make it worthwhile.|
|Verminflail||Queek Headtaker||Bonus vs. Infantry: +6||Lords generally don't have that hard a time hitting infantry. Most Lords aren't on foot, and the bonus is tiny anyway. Perhaps an increase to +20 BvI might make it worthwhile, but even then, possibly not. Adding some other damage bonus on top (eg +5% weapon damage) might be enough.|
|Plaguelash||Lord Skrolk||Plagues bolster your forces and nuture your settlements (Lord's army), Immune to Swamp attrition (Lord's army), Public order: -5 (local enemy province)||Public order maluses are not particularly useful. Removing Skrolk reduces the chances of facing Pestilent Scheme priests and their plagues. Swamp Attrition is niche. Remove Public Order and give him +5% casualty replenishment, and that might suffice.|
|Dreadfleet Drowned||Count Noctilus||Leadership: +5 when fighting against Vampire Coast (Lord's army), Leadership: +5 when fighting at sea (Lord's army)||Sea-only traits are of limited value. Leadership is a relatively weak trait. Maybe make it so that all units in the lord's army are immune to Fear against Undead.|
|Settra the Perishable||Settra the Imperishable||Charge bonus: +15, Public order: -3 (local enemy providence)||Charge bonus isn't that important, or at least +15 will make little difference. +10-15 or +10% Charge bonus for the Lord's army might be more useful.|
|Legendslayer||Gotrek Gurnisson (and Felix too!)||Attribute: Unbreakable||Things have usually gone tits-up if your Lord is breaking. Most are already immune to Fear at least, and often Terror because of their mounts/traits. To keep with the theme of standing your ground, maybe a flat +10 leadership to the Lord's army would be better.|
|Reikshammer||Emperor Karl Franz||Attribute: Causes Terror when fighting against Empire||Most Lords already have terror. The trait might be more useful if it gave Fear/Terror to all units in the Lord's army when fighting against the Empire.|
|Beardhammer||Grombrindal – The White Dwarf||Attribute: Causes Terror when fighting against Dwarfs||As above.|
|Kinghammer||Belegar Ironhammer||Leadership: +4 during subterranean intercept battles, Melee attack: +10 during subterranean intercept battles||As with other niche combat benefits, they only work in a small subset of battles. Army upkeep reduction might be on theme with Belegar's enforced parsimoniousness as a beggar King.|
|Hammer and Anvil||Alberic de Bordeleaux||Melee attack: +15 when fighting at sea||Niche bonus, as above. To keep with the sea theme, bonus movement through the ocean might be enough (+15%), and an army bonus rather than just to the Lord (eg +8 melee attack for all units at sea).|
|Wildhunter||Orion||Leadership: +4 during forest battles, Melee attack: +5 during forest battles||As above, but for forest battles. Bonus missile damage, missile resist and/or movement speed for the Lord's army are all good thematic options.|
|Tree Surgeon||Durthu||Enables flaming attacks when fighting against Wood Elves||Enabling flaming attacks to all units would be similar to Repanses' ability against the Undead and far more useful for wiping out the Woodies.|
|Beastscourge||Khazrak the One-Eye||Attribute: Causes Fear||Totally, hilariously useless. By far the worst trait in the game. Significant bonuses to raiding, sacking and razing, or armywide bonuses against Beastmen would be thematic.|
|Crowreaver||Malagor the Dark Omen||Leadership: +3 when fighting against Beastmen Warherds, Melee attack: +10 when fighting against Beastmen Warherds||Change from being a bonus for all units in the army (if it's not already). Wood elves have a technology that works similarly.|
|Doomslayer||Archaon the Everchosen||Attribute: Immune to Psychology||The Herald of the End Times gives you what now? Again, change to apply to the entire army and it would make sense and not be totally useless.|
|Pride Assassin||Prince Sigvald the Magnificent||Post battle chance of stealing a magic item: +5%, Income from all buildings: +10% (local province)||Local bonuses are weak, and stealing a magic item % is far too low. Give factionwide buildings income bonus (eg +2%) and/or +25% to magic item steal.|
- The easiest way to boost replayability in this game is to improve underwhelming traits and add some new ones, possibly some from vermintide 1.
- Reopening the talk about Magic Missile’s triple concentration save and death save fail in regards to Jim’s Magic Missile.
- Tips I wish I knew my first Troy game
© Post "Updating Lord Defeat Traits" for game Total War.
Top 7 NEW Games of June 2020
Quite a few exciting games are releasing for PC, PS4, Xbox One, and Nintendo in June. Here's what to keep an eye on.
Top 10 NEW Open World Games of 2020
Video games with open worlds continue to roll out in 2020 on PC, PS4, Xbox One, Nintendo Switch, and beyond. Here are some to look forward to!
Top 10 Best New Upcoming Games 2020-2021
The best selection of games which will be released in 2020 and 2021 for PS4, PS5, Xbox One, Xbox Series X, Google Stadia and PC - and you can watch in amazing UHD 4K and 60FPS with latest updates about all of the games in this list!