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Instead of going out twice per day, go out once at night on any day it rains. That should cut down the grind by a factor of about six and you will miss nothing.
On top of that missing the odd plant won't matter at all, even on Ultimate III, so you can easily just follow the main pathways when gathering rather than searching every corner, which will yield marginal gains for several multiples more time invested.
The amount of extra resources you gain from the reagents is not actually that great. One consumable takes about 20-25 plants (though you get 1-3 per pickup), but you can get equally strong consumables for essences instead. These cost about 20 essence. One side mission, carefully chosen can easily award about 500+ essence (if you disassemble the abilities from the coil it grants and choose to focus intel and disassemble the rewards from those ops too, plus there's side objectives, interrogations and core objectives that can all up the reward) from the midway point of the game onwards.
If you really, really like some of the cauldron consumables (like Fury totems, which are legitimately great) then you can just bring Doctor Strange along and use his card Astral Meditation to get them back, so you get to have your cake and eat it.
Edit: Typo.
Mission type and where you are in story is a good indication. People trying to min/max combat items and complaining about tedium and grind is kinda funny tbqh. The cauldron ones are helpful - especially the 50% heal - but they're not needed. Understandable though if someone's finding it all chaos and RNG with even their deckbuilding and synergies across 3 heroes. (Yes, I play on U3, no I'm not dunking on anyone, and yes one day I will put a mod on a card, today also was not that day.)
Now, it is a solid argument that maybe they become less important over time, but that doesn't change the fact that in the early/early-mid game, they are extremely important. And if you're trying to play the game at maximum possible difficulty, and get maximum possible ratings (I consider anything less than 3 stars on any mission an abject failure and retry, that's just me, no judgment for those who don't), then the early/early-mid game is *very ♥♥♥♥♥♥♥ important* to do well in, as it can set you up for the rest of the game to be viable, or an absolute ♥♥♥♥♥♥♥♥.
TL;DR - I *like* grinding and tedium. Reagent collecting in this is neither of those things, it is just cancer.
I would not say the combat items are cheat modes. They provide temporary buffs like +1 resistance/strength/block for 1-2 turns. And someone correct me if I'm wrong but I think they cost a card turn to use, so more often than not, I'd rather play an actual card than waste it on a weak, temporary bonus.
As far as crafting those items goes, it's on the bottom of my priority list because I don't find them to be that great of a deal in terms of resource investment. Every now and then I'll craft an item if I have an excess of points but for the most point, I spend the points on card upgrades which will get used way more than items.
To your last question, I think combat is a lot of fun and said above, I don't bother with the crafted items. I'm playing on normal difficulty and I don't think it's too easy or too hard.
So, to state the facts, gatherable reagents from the abbey grounds do four things:
The only one of these that has a noticeable impact on gameplay is the last, and even that is sufficiently limited that you can ignore it and still do fine on the hardest difficulty.
They do not ever cost a card play. And to be fair some of the bonuses, like +100% damage for a turn or draw a card for every kill are very powerful.
So to further clarify these facts for new players:
On point one, I've already had 6 events directly requiring plant reagents, and I'm still in "Part 1" of the game, so the estimation of "3 or 4" is not accurate. These events give access to story and cards you would not otherwise have access to at this point in the game (or ever, in regards to the story).
On point two, yes, you can use plants to make resources. At the point in the game where you gain the ability to do this, you are *not* going on missions that give 500 resources a night, and most of the cards you are getting are more valuable as upgrades than as burned for resources anyway. This is also a point in the game where you are very, very starved for resouces (as with all tactical RPG's, resources are tight at the start, and useless at the end). The plants give you access to more resources at the start of the game, when they are the most valuable.
On subpoint 2, you can absolutely miss Wundagore if you are unlucky. They randomly put one *inside* the abbey for me, the only plant to ever do that, and it does it one time only. It is incredibly valuable, as it lets you trade around resources very early in the game, where a glut in one and having 0 of another is extremely common.
On point 3, yes, you can craft gifts with them, and you get the ability to make rare gifts with them very early on, well before you get any other way to get rare or better gifts. Hangout opportunites are indeed very rare, and you get a lot of them well before you get the gift shop, much less upgrade it. All of those opportunities are hurt by not having gifts, but what do you know, you can get some decent gifts with reagents. The rarity of hangouts makes reagent created gifts *more* valuable, not less.
Lastly, they do indeed create consumables that can be useful, and are unique from the other crafting station. If you use a build that relies on any of these consumables, the reagents become even more valuable. If you don't want to use one specific hero and his one specific, pretty mediocre ability on 100% of the missions in the game, they become even more valuable.
Anyway, this is a tactical, resource driven RPG. *EVERY* resource in the game has value. Those resources should be challenging to acquire, because they have value. Reagents are not challenging to acquire, they are miserable to acquire, it is a very big, easily defined gulf between those two things, not a fine line.
I'm not sure whey this thread is devolving into an attempt by people to argue "Oh just ignore that aspect of the game mechanics, put your blinders on, don't get your full money's worth or engage in the full game, don't try to benefit from mechanics that were put in place as part of the intended difficulty curve and tactical layers", but I'm more than happy to say "screw that, reagents matter, because every part of the game I purchased matters to me, please make getting them less miserable, or let me know if it isn't as miserable as I thought because I'm missing something!"
Anyway, just wanted to correct or expand on some of the points above!
You're implicitly acknowledging the tedium of the mechanic. "Yes it's bad, but it doesn't bug me so don't complain about it" isn't much of an argument for the status quo. Neither is referring to it as a crutch when the mechanics of the game encourage their use.
If you're running round the Abbey twice a day then I'd imagine it will be quite tedious. I'd personally suggest not running round the Abbey twice a day for something which isn't central to gameplay if you find it tedious.