why would you waste potions on random bandits and wolves?
Why not? And isn't that the whole point?
Again, I could be wrong here, this is simply the impression I got from statements and developer interviews, but it seems they were upset about two things with Alchemy from the previous games: A. People's inability to interact with it at all & B. People hoarding potions to save them for stronger situations later, and not letting themselves experiment and just use potions consistently.
Now ultimately you can't fix A unless you FORCE people to use potions/bombs/oils. Like the Werewolf encounter in the 35 minute demo is a scenario where it seems practically forced, or else the enemy is near-impossible to kill. However I'd wager most encounter won't be designed like that.
B however is the more prominent issue it seems, and something CDPR felt like they could fix through the changes they've made in 3. So doesn't not using your potions against "random" encounters defeat the whole purpose? If people STILL feel the need to hoard their potions for bigger encounters like the Noonwraith or Golem, then hasn't the new design "failed" (Or I guess just not lived up to its full purpose)? Alcohol seems to be completely abundant and that doesn't seem like a reason to be coy about potion use, and everything about the way the new system is designed gives me reason to believe people SHOULD be using potions for EVERYTHING, even random encounters with wolves and bandits.
Quickly scrubbing through those videos actually does show some depleted potion charges and one guy even has an oil applied to his weapon, so these things aren't being entirely neglected. The combination of inexperienced players and the aimlessly-wonder-the openworld-style of these previews is not really conductive to drawing conclusions about what does and doesnt work.
Well I scrubbed through to combat encounters of like 4-5 and only noticed one or two potion depletions and that was it. Still seems pretty pathetic to me considering what the new system was meant to achieve.
Also once again there's this notion that because these guys are "inexperienced" it doesn't have value. As I said in my previous post, I'd say a strong portion of the people here on the forums are the dedicated fans, most of which probably had no issues with a little herb farming and re-brewing. We are not the people this new system is designed for, we would have experimented and messed around with Alchemy regardless. It was designed as a solution to the A & B problems above, which mostly means the newcomers, inexperienced or simply those that failed to use Alchemy in the previous games, and it really doesn't look like it's having that intended effect.
But eh, once again I'm going full on negative mode about this. I was intending on keeping my mouth shut until the game came out and we saw it in action for ourselves, but I just can't help but feel really disappointed when I see a change made for a purpose, which has affected a part of the game which I hold so dear and it appears to have failed its purpose - at least based on the (Relatively limited but I still think enough) evidence I see before me right now.