Sidestepper wrote:I think that the effect of a large potion start on the trisword has been magnified in people's minds. I've been saying since the beginning that it was the sword, not the potions. My gnome tinker had +42 damage one level 1. Okay, now he can only have +38. It doesn't even touch the problem while completely shutting down moderate and reasonable strategies.
Yeah, I personally save most of the potions to the end anyway.
But I think it's still a good change in that getting 3 bonus potions is just a little too much for one prep.
I have to admit, if I was going trisword I'd take Str-Reflex-Dodge, kill a level 5 or whatever at level 1, have +6 (maybe even skip to +10 with mana potion and burn salve or something) damage for the whole game, skip the difficult early levels and leave a prepped TT lying around for the end game. Now, if I want to hurl all my conversion and potions and gold into triswording to get a ridiculous attack score, that's a specialist build and doesn't bother me. What seems to have been the case is that people were using Trisword on most any race and class combo instead of other preps because it lets fairly low-effort early power use translate into substantial long-term generic boosts... this change doesn't completely disable that, but it might lead to a bigger variety in prep use.
The power thing for trisword munchkins and the power thing that led to triswords being used on just about EVERYONE is a different deal though. I don't mind having a few trisword munchkin classes kicking around, I kind of mind it superseding most other prep combos just because it was so good without even trying.