Three problems I have with this feature:1) It seems that the toxicity is done so that you can use 3 potions at once. If 3 potions have zero negative effects, what is the incentive to use less than 3? In TW1 I've always played to the last hit point, doing every encounter with the lowest help from potions. I retreated when I had to. But going in a fight with full toxicity, that seems way too risky.2) With this type of system we will likely see either long duration of potions, or meditation overuse. This also means that potions will probably have lower intensity, lower effects. So I can forget about my favourite TW1 potion, Blizzard :/. Also we probably won't see the additional substances (small regeneration, lesser toxicity, higher damage).3) Simply not allowing drinking while in combat isn't a good choice. A good way to implement potions is to making potions used while meditating last longer/have lower toxicity/have stronger effect. In other words, the penalty for drinking in combat would be lower duration/higher toxicity/lower effect. Moreover, you can scale this system via game difficulty, allowing zero penalty drinking for the lowest and highest penalty/no combat drinking for the highest difficulty.TLDR: 1) Toxicity should vary (not the same for every potion, use of additional substances). 2) Potions will have to have longer effect (which means a loss of intensive and short potions) or there will be meditation overuse.3) Leave combat drinking in but penalise it (duration, effect strength, toxicity) and scale it via game difficulty.