They don't want us to "reset combat"? Then why the hell they gave us possibility to have 12 powerful, instant healing potions with no cooldown (totally OP) + 12 AOE healing grenades, again with no cooldown + 15 healing-over-time potions on the top of that? 39 healing items are more than enough to reset combat several times. Only thing that changed is that you need to go back to the camp after several fights, which is annoying. I think that they actually did that to balance multiplayer, because players would hate to be forced to have a healer in a party, so devs removed healers from the game.
I don't like the fact that they removed healing spells. My biggest issue is that now every melee class, other than tank, is useless because they will get damage no matter how well you play as tank. There are just way too many AOE skills to keep melee characters safe, so they constantly drink your potions, like 10 times more often than other characters and because of that you have to constantly run back to a camp to replenish them.
My other issue is that Guard abilities and shields feel more gimmicky than old combat system. It's based on pressing buttons in the right combination: you see that enemy is taking a swing - press stonewall and after you receive blow hold auto-attack button, until you see that enemy is taking another swing. Keep repeating until enemy is dead. This gimmickness is causing another problem - AI can't handle it very well, so during harder fights, I'm forced to control tank all the time, unless I want all my potion to be consumed in matter of seconds.
Instead of removing healing spells, they just could balance them. There are plenty of ways to balance them: mana cost, cooldown, casting time, their power, but instead they choose to call them potions and limit how many times you can use them.