Feel like this is related to my original point:
The effects of high level preps, dungeon difficulty and player skill are multiplicative
, not additive
So it's not (trisword + potions + class + race + other preps), its (trisword * potions * class * race * other preps).
This is why it's important not to miss the forest for the trees and start blaming individual preps for a systemic problem.
At the moment some of the major balance issues are:
Strength, reflex and quicksilver potion early level catapulting
So the strength potion was nerfed, the trisword was nerfed to impose costs and limits were imposed on how many potions you can buy from shops. No doubt more nerfs are incoming, but I argue that everyone is missing the point.
ALL of these issues had one thing in common; they stemmed from having the freedom to carry so many potions into battle.
Options, especially options with virtually no downside like potion preps, represent a huge wildcard on a game that's already chock full of options for improving your chances.
Every one of those extra potion slots multiplies
the effectiveness of all the other preps and class/race abilities, quickly leading to runaway synergies.
My solution: turf the gold cost and force players to choose two potions only.
No more silly antics with catapulting, players can still use potions they find useful, and it means EVERY character with trisword can't easily turn into a chopping machine with a little kingdom gold investment. Also, that apothecary prep might find some love too.