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I don't know it's bad or good, but it was.
Else, its mainly a matter of choice. You spend skillpoints and money to get the Alchemy skill up, you could have used both to increase your fighting skill rather...
If you are seeking to get the absolutly top of what you can get, then of course you are going to end up with dillema like you are having now; needing to wait to use the stat-boosting potions until the final end of the game. You could have used them earlier, so early that you ate them raw and never even thought about training alchemy.
The only other way to deal with these potions would be to remove them, they are a simple permabuff that you can take whenever the heck you want and even not at all. Good to get something neat from spending xp and money in the alchemy skill. :)
Shrug. I guess the main reason I'm bent out of shape on this is because of how much this game gets right. Loot is almost 100% static, which is oh so nice (especially after a game like Divinity Original Sin). Random loot destroys a sense of accomplishment. Then again, so does unpredictable mob respawning, and this is the first Risen game I've seen where mobs have in fact been respawning here and there, without my having triggered a new chapter. That was disappointing.
They added respawning that isn't triggered by something specific (getting a quest, chapter change)? I, too, find that disappointing then.
I remember some enemies in Gothic 3 would respawn but you wouldn't get the XP when you'd kill them again.
But oh well.
Might have been some bug.
Depending on your build you could use them for any skill, if you're a mage you could boost your melee with pots for the times when you're forced to draw your sword to block, if you're a fighter you might need them to boost ranged stat for the time you wanna pull out your musket and kill from a distance, potions to me are a way to boost your stats all around without wasting glory on side-stats and it's something that costs only 2k money to learn (afaik permastats pots don't get any further boost by boosting alchemy but I might be wrong) so why not going for it?
I now believe I was mistaken in my observation that mobs were respawning without any cues from me. I was clued by the fact that some of the respawns were not the same mobs as what I'd killed beforehand. It would appear that joining one of the guilds (or perhaps more specifically, gaining one ally, since this happened simultaneously) is what triggered the respawns I saw. It needs to be recognized that I seem to have only generated respawns on the island whose population became allies (Taranis, in this case). Crab Coast, for example, remained depopulated. I cannot speak for other locations, so be forewarned.
Anyway, it looks like that's how it's going to work: Ally an island, and that's when it gets repops, regardless of "chapter" or whatever. Maybe some future plot development will repop everything again, or on the unaffected island(s). And so I regain my respect for and faith in this game and its devs.
Now, excuse me while I jettison the last six hours of playtime...
I need to note, however, that the respawns did not appear until I left the island and came back. (Or perhaps simply having waited a full day.) That anomaly is the main reason why I mistook what I was seeing in the first place.