I have one other report where someone wasn’t seeing it happen, either, but I haven’t been able to reproduce it yet. It is implemented & is working in my playtests, so I think it might be a problem with the production build.
I’ll keep trying to narrow down the problem and expect it to be resolved in the next version.
As background, we’ve implemented it so it only triggers when you take at least half your health in one hit or would get stressed/structured so it doesn’t spam you with prompts. May eventually change to a flat threshold if that’s not enough.