I am wondering why potion refresh time has been raised by 50%?
From a personal perspective I have used a stam NB build that uses potions quite a lot for keeping resources up or for adding things like weapon damage where beneficial.
When considered with the removal of the potion passive (Catalyst), the reduction in effectiveness of NB stamina resource management (i.e. Haste morph being much less effective) and the reduction in effectiveness of regen enchants on jewellery it seems like further reducing the ability to pump stamina is going to push us away from using stamina once again which is a shame as it had become very viable.
This is compounded by what look like increased block, stealth and dodge costs and that for best damage we will now be looking at having to pay for abilities that used to be magicka costs in stamina (i.e. Ambush does not hit much more hard now but I have to pay in stamina unless I want the rather less useful magicka morph)
So all in all it seems like there is a lot more costs coming out of my stamina pool and a lot less effective ways of filling it back up again.
I'm not claiming to be a genius theory crafter so if someone can explain where I am missing some obvious options for resource management here that would be just dandy but on the surface it looks like I just took a severe kicking from the devs.
P.S. I hate to have to reply on an 'official' bug (i.e. weaving) which might be removed if the devs ever figure out how to do so - and in reality no-one should have to rely on a mechanic that involves playing the game as not originally intended however doable and effective it might be.
GM - Malazan
Raid Leader - Hungry Wolves
Legio Mortuum