Thank you for your reply. 
That’s why I like you so much @RomoloHero: you always point the things where you’re pretty sure that there going to be a tension between our perspectives and I admire that. 
But on this one, there is none, I can assure you, I just need to be more specific.
I know that I said somewhere that “I don’t like power fantasies”.
But, that doesn’t mean that it doesn’t have a legitimate existence in this game and I want it to be removed.
It is just that I don’t use it and I know, by experience, that if you are not careful with your overall design it can lead to some unexpected and undesirable experiences down the road.
Let me explain.
First, it’s not that I don’t like power fantasy by essence, there are some games where I don’t mind having this feeling and it actually suits and serves the overall experience.
Where and when it becomes problematic for me is when it invalidates the other play style and fantasies, especially in Souls-like games.
So how can it happen ?
Usually, by design, and it is legitimate, you want these power fantasy skills to have a high volume of damage and/or utility.
At this point, still no problem.
But then, you realize that the game experience becomes too easy.
So, as a developer with an engineer thinking way you think:
Don’t get me wrong, I have nothing against engineers, being one myself I know that this way of thinking has its limits.
How is it usually solved ?
You start to tweak some numbers here and there, usually the enemy health bar first, and if it’s not enough you do the same for the AI and sometimes the overall game feel and mechanics.
This loop of iteration tweaks can be infinite and can lead to the point where:
- You invalidate completely other play styles and/or fantasies, leading to the META issue that I describe here.
- You may loose track of the core of the game, if it wasn’t its core in the first place
So what is it that I’m trying to say here ?
The way these power fantasies in No Rest For The Wicked are implemented need to serve the intended experience.
I’ll advocate here only IF the intended experience is a Souls-like game feel.
Because if they are not careful on the implementation and the usage of these power fantasy skills it can lead to a point where it breaks the initial promise.
So if had to resume all of my concerns up till now, in the shortest form possible, at the highest level, as an answer to your position, it would be:
"As a Diablo-like player, the injection of Souls-like game mechanics don’t affect negatively your experience.
But as a Souls-like player, if it is not carefully done, the injection of Diablo-like game mechanics can break my game."
What are my solutions ?
As a general guideline I would say: Focus points need to be “hardly” earned.
We must discuss about how hard it needs to be.
I’ve been thinking about 2 separate mini systems.
I don’t especially want them to be implemented but it can open some discussions.
The first one is to guarantee that you always get your power fantasy shot:
- You always start with a filled Focus Bar
- Any damage taken reduces the number of Focus points
- You still need some way to refill the Focus Bar that I don’t want to think through
- Each killed enemy refills completely the Focus Bar
The second one is to keep the focus away from the spamming strategy:
- The only way to get Focus points is by doing damage
- The damage done drops, in random and widely spaced spots on the ground, small spheres that you need to collect to fill the Focus bar
What matters to me the most is “Why do you do what you do?” more than “How do you do it?”.
I’m done. 
I’ll have a take later on on your other concerns but I think this one needed its dedicated answer. 