Suspect no more, they actually announced there should be spells with cast time, thus the Willpower stat giving your character resistance to being interrupted.
Reagents for spells would be a nice thing, especially in a game where stuff don't respawn out of thin air, making spells a limited ressource. It shouldn't be an inventory problem as there are already auto-sort features, even if they don't work yet. Or one could just carry a pouch in his inventory, reserved for spells reagents.
It's an entirely different mechanic than mana, as some reagents can be easier to find than others, whereas mana is universol, cd on your pots or not. It can also provide some interesting interactions with alchemy/crafting.
I'm probably biased because I'm more of a warrior/rogue player, but I've seen too many fantasy games where any combat could be solved by spammable "AoEs of Doom". Also, magic doesn't feel so magic when everyone can spam it at will.
[...]Point is: How to prevent high level characters from casting exclusively high level spells/abilities? The answer is: "Limiting their use through mechanical features", like the ones I listed in my previous posts. And a second answer could be:"Implementing a feature that prevent low-level abilities to become obsolete".
[...]
One solution to keep low level abilities relevant that I've usually seen in mmos, is to give low lvl stuff control/utility, which high tier abilities benefit from.
For instance, the low level "Flare" could give a stackable "burning" debuff, and the high level "Fireball" spell damage would be largely dependant on the amount of burning stacks on the target.
In the same way, some high tier warrior ability could consume the "snare" or "bleed" stacks of a target to inflict high burst damage.
Maybe such "conditions" should be reserved for warrior and ranger abilities though, as they wouldn't rely on reagents.