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and that's not a bad thing. Also they added perks for "bonding" so if your partner is tired, chances are you'll rest his buddy as well.
But yeah, if the feature bothers you too much, mods should nerf it shortly.
Not to mention that the entire DLC is balanced around the fatigue mechanic, jeez. Do you people have any idea how boring and easy the game would be if you could bring all 3 faction heroes for EVERY mission without consequence?
Take the whole DLC or take none of it. Period.
So while I think people who can't work around this mechanic shouldn't be playing XCOM, I don't think the entire DLC is balanced around it. I mean, Firaxis has to know that some players will pretty much ignore the system because Will isn't exactly a visible thing. As in, you can plainly see the consequences if you start the mission with your soldiers' health meters halved, but with the effects of low Will being hidden behind RNG rolls there are a lot of people who won't put two and two together.
WotC changes the Will stat drastically
(The following is simply what I have observed from livestreams and other gameplay footage)
At the end of a mission, soldiers who are tired (basically all of them) will have a counter attached to them in a manner identical to when they are injured (Eg: Tired: 11 days) in a yellow text. And the Will stat is a drainable stat now, so it will be WILL: 20/60 for example. So it will (no pun intended) be a visible number that the player can easily see, missing it will be pretty hard to do.
If your soldier has 5 health instead of 10, he gets one-shotted by vipers. Pretty easy to understand.
If your soldier has 20 will instead of 60, sectoids have a ??? better chance to make him panic?
Without the Perfect Information mod or similar ones, it's hard to understand the exact effect the Will stat has because of the hidden RNG rolls. I'm not criticizing the mechanic, I'm just saying that for an inexperienced player it's difficult to fully grasp how essential keeping the Will stat high is.