This might seem like a bit of a "spoiler" since I'm part of the developing team, but... my advice is to use Hate/Resolve points only as a balancing factor in combat.
Are players having too much luck with rolls? Or, is the Company a little too combat-oriented? Or again, is the session going far too smoothly for the players?
If so, go all out. Make weak opponents spend Hate/Resolve points on attack rolls, to make even a lowly Goblin Archer's arrow very dangerous. And make more massive opponents spend Hate/Resolve on Protection rolls, to prevent them from being killed immediately by a lucky Piercing Blow from a player's axe.
Are the players having too much bad luck instead? Is the Company not very combative? Or is the adventure going rather badly for them?
Then take it easy. Spend Hate/Resolve rarely, and only to activate Fell Abilities with a scenic effect, or to get a cathartic narrative moment. Or don't spend any at all, if things are going really badly for the players.
Hate/Resolve points are meant to be a tool entirely in the hands of the Loremaster, to make each combat encounter unique and balanced (or even unbalanced, if that is the intention). There is no single rule on how to use them: rather, it will be necessary to evaluate on a case-by-case basis whether and how to spend them, in order to achieve the desired effect.