The Avatar wrote:Here's two ideas: Change it to +3, but every potion type only counts once or make it a flat cap of +12 (three fine swords).
paplaukes wrote:It's probably been suggested already too, but might make trisword work on health/mana pots only. Honestly, I'd just take a fine sword over much more expensive tri + pots and all that hassle and cheese.
paplaukes wrote:What's the double edge you're talking about? Cost? Limited slots?
I get triple potion hit is more powerful than separate potions, it also costs more. I wouldn't spend 50g extra on them "just in case", like I don't spend 50g on amulet of yendor/translocation scroll. It's also a one-shot thing instead of a permanent strength bump. It can be used on a hard boss or perhaps a few bonus xp but I honestly don't think that's worth the price in hard dungeons.
As for multiplication with other preps, trisword being uncapped might be the bigger problem.
At the very least I'd like to see better examples of said multiplicative combinations.
Bloggorus wrote:The 'double edge' relates to the fact that preps get out of control when they have no downside, only upside to their user.
Bloggorus wrote:For a large number of preps, the only cost of use is meta-game gold and inventory space. For this negligible opportunity cost players gain a massive starting game advantage and radically more resources through efficiency and conversion points.
Bloggorus wrote:It teaches new players to grind for gold for preps, rather than learning to play. Once they learn that elite items exist, for instance, with only a gold cost attached, why would they ever go back to properly balanced preps?
Even worse, it allows exploits. For gold only, it is possible to take in three potions for immediate consumption in synergy with the trisword and the scroll. I don't see this as a problem of the balancing of those items, but the implementation of preps in general.
paplaukes wrote:Short version: I don't think average players kill bosses at lvl1.
Long version: Unsure of what an average player is. I don't consider myself a pro at least. My impression on difficulty curve - it's there alright. The dungeon difficulty levels are accurate. Every better item has a quest or a challenge attached, a skillcheck in place. Even with all the combined preps, and I really don't count cheesy, non-average player ways of using them, you can only drop the dungeon difficulty down one notch. Every new unlocked place is scary, no matter the preparations. I never once felt like - "ok I unlocked this new place, let's faceroll it with everything I got". It's still difficult at first, there's learning to do. I think the "average player" difficulty curve peaks at hard purist gan-teleet - which is what devs designed as a win - and silver challenges. Gold are bit beyond that. Vicious dungeons, Vicious tokens - definitely not average player stuff, preps or not.
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