I get that the current paradigm for healing potions is that they are basically power ups that only drop out in the world… and Im not going to beat that dead horse from D3, but it would gave been interesting to treat class resources similarly.
Exactly; or at least more ways to mitigate the sluggish feel of this, early. I don’t mind it not being easy - and I don’t mind that we can’t spam core skill be default - but at least give us ways to mitigate it before lvl 50+
I understand why they didn’t include them, or at least I think. Resource sustain is a very large part of making a viable build. While not the same, you CAN get boots to drop which have the line stating that when you are injured and use a potion, it also restores some of your primary resource. I think that’s as close as you’re going to get. Other than that, it’s utilizing passives, gear stats, aspects and strategy.
Having to constantly spam Mana and HP potions is a QoL issue. Key presses should be meaningful and strategic. For the same reason we do not have Mana Potions and the the same reason for how Health Potions are designed is ironically the very same criticism with Basic/Builder skills. When you just spam a button mindlessly, that isn’t fun and creates shallow gameplay.