I confirm the same bug occurring.
[Game][Minor] HP Potion Timer doesn't function when at least 2 potions are used.
-Activated an HP Potion.
-Moved around a bit.
-Activated 2nd HP Potion.
-Timer for 1st HP Potion used was stuck at 100% Time Remaining. (However, it seemed to be a visual glitch, because)
-Upon the first HP Potion's timer being expended:
----> Timer refreshes and 2nd HP Potion Timer works as it should.
@dev team
Since the visual timer(buff icon) is the only thing giving problems, likely you would want to start looking at how the "real" Potion timer works in handling timer-data, make sure it's sending the appropiate values to the "visual timer"(buff icon). If that's not it, there's also how the "visual timer" perceives the received data; since it's working fine at 1 potion, focus on the section of the codes that are different from the 1 potion to a 1+n potions, it should make it easier to pinpoint.
I'll test some more later, in-game.
Edit:
After further testing, I can confirm this happens for both HP Potions & MP Potions.
Additionally, it seems only the 1st potion in Queu is glitched.
-->That is, if a player successfully uses an additional 5 potions before the first timer reaches zero(that is, 6 potions in a row).
------> The first potion is "discarded" or "eliminated from queu," thus the timer is refreshed & the visual glitch removed.
-----------> Timer works as should.
However, upon reaching zero again (consuming the entire buff), the glitch can again occur as before.