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.
Sidestepper wrote:Problem: Trisword was giving unreasonable amounts of damage at low levels: Solution: shut out utility potions and decrease the trisword's power by 10%.
gjaustin wrote: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.
Sidestepper wrote:Yep. It's one of those changes that devalues an approach that was marginal for most classes while basically not affecting the classes that were being problematic.
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
Sidestepper wrote:I'd really rather just see a level cap put on the sword. That solves the problem for all cases without having secondary effects.
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