Please consider carrying over the split health/stamina mechanic from POE.
Just because "some people" had a hard time understanding how it works is no reason to scrap it altogether. There surely should be enough time to come up with an absolutely idiot-proof way of communicating what that green bar represents or why characters aren't dying despite their portraits filling up with red.
If I heard that right during yesterdays Q&A even Josh is more in favour of the split health/stamina mechanic, so why not stick with it?
The original system was great in a lot of ways, but I think people do need to accept that it wasn't flawless, and main problem was not comprehension, at least as far as I can tell - I mean, I'm sure some people had that problem, but I think the problems run a bit deeper.
Specifically, the other problems with Health/Endurance are:
1) One character being on low health means you have to consider resting, even if everyone else is fine. This is somewhat out of your hands, unlike spell usage. It's not really an exciting or interesting choice, either, it just encourages a bit more use of resting (but even on Hard you typically find enough supplies to rest whenever you want - only on PotD does it get more extreme - but even then you can usually just go back and get more supplies, a bit tediously).
2) Perverse incentive - It often makes more sense to let someone go down than to try and keep them up with the Health system, because they're getting pummeled, and whilst you can keep them up, often fairly easily, they're going to be ground down to very low health - and the long-term problems with that are much worse than just having 5 out of 6 people in the fight.
They put in the extra health loss on down and injuries to try and make this a bad choice, but it's still more often the right choice than it feels like it should be.
It also penalizes lower-DPS, higher-survivability builds, but whether that's a good thing or a bad thing is very subjective.
What they seem to be doing is dumping Health and making Injuries the main stick - this will eliminate the perverse incentive entirely, and also lessen the "one character is low on health" issue - making it instead "one character as a lot of injuries" - but that will be more your fault. It also eliminates the penalty to low-DPS, high-survivability builds, but that could be seen as good, bad, or neither.
Edited by Eurhetemec, 13 February 2017 - 12:50 PM.