So... We have two new skills that can kinda be learned and that kinda work (but only one at a time, by design) to improve either the duration or potency of consumables. Except it doesn't work with obsidian pots, poison(?), or ANY of the foods in the game (which is like, most of the consumables) In fact from the sounds of it, the only thing it does make any difference to is the handful of short duration stat potions? (Which I'm not going to carry and chug every 15 mins. Unless this passive makes them last an hour, I'm still not going to carry then and chug them constantly. And why would I ever take duration over potency otherwise?) So, it affects like, a handful of items in the game. If that's the case, why fool with a skill at all? Why not just tweak the stats on this one, small subset of items (or add a few variants) and be done with it ? I spend a decent amount of time on these forums. I haven't heard anyone asking for "makes small set of consumables either more potent or last longer", I haven't really seen it talked about, it just came out of left field one day and got cobbled into the game half complete. The end result even if this skill was working properly would be what, a nominal increase to the effectiveness of a handful of items from a passive skill that people will throw some exp into and forget about forever. Its going to make very little difference to anything since everyone will learn it to whatever level is affordable depending on how much they grind and then it will be old news. I just can't for the life of me work out why this is a priority or why time is being spent on this instead of, you know, picking and fixing/balancing one of the dozens of existing pointless/bad/awkward skills in the game, or why we're still fiddling with skills at all when we have a long laundry list of incomplete systems that desperately need attention.