It would have to strongly disagree with some of Kamikaze Midget and some of the others advice here. That type of thing smacks of trying to enforce a play style on your players.
How they play with what they have is up to them and tweaking encounters to make them play a certain way so you can see that play is tantamount to railroading. This is not really good DM conduct.
If they can win fair encounters w/o a daily, let them.
I promise you I'm not railroading, as I said earlier I'm playing the H series, and we are all working together to enact each of the players campaign arcs- there's lots of e-mails between sessions about what the players want to do in the long run.
In game the combat encounters are taking too long, and the players have also stated since starting this thread that they 'are' hoarding thei Daily Powers for no good reason.
I think we've fixed it, or at least come to an agreement, more Dailies are going to get spent.
As to some of the other suggestions-
Most days the Pcs only get through 5-6 encounters.
I mix lower level encounters with higher level encounters.
Making the fights more dangerous isn't going to work, the PCs are taking an hour and a half getting through Level +4 fights, I think more/harder creatures is just going to increase the time in combat- even with Daily usage. As I stated above I've been upto Level +8, just for kicks- the players loved it, it took three hours to play out the fight- all low level creatures save the big guy. But again it's not something I want to do often.
Easier fights is also not going to work, I've done this, an entire day of level -1 to -4 fights and the players don't spend any Daily Powers. I've tried this tactic with a Level +6 fight at the end- big bad (players spend Dailys only in the big fight), and without the big bad (players spend no Dailies at all- or very few).
Tell the players this is a hard fight- yep, done that, amped the enemy, recurring villains (some of the fights have been very personal- with PCs wanting the bad guy DESTROYED for what they did in the past). No matter what I tell them... they play it by ear. They don't use Daily Powers unless they really have to.
Some of the other suggestions from Kamikaze Midget do seem a little extreme, hey I'm not saying... if it works for you go for it, and thanks for sharing- as Ace say though I don't want to railroad the PCs.
Well-rounded group, oh yeah they sure are- Wizard (Eladrin is as slippery as hell with two get out of jail immediate inerrupts/reactions; and the Teleport)- and he brings the heat. Two Fighters that leave everything in their reach marked to hell in seconds (and good defences). High defence Cleric with good attack pattern- can hold his own against the big bads (sometimes). Assassin spends most of the encounter in and out of insubstantial and good at getting out of trouble. The weak link (or so it seems, still- see one of my previous threads) is the Monk, who is ALWAYS the first to get through his Healing Surges, and is almost ALWAYS in need of a Healing Word.
So, to reiterate, my players have agreed to let the reins slip a little on their Daily Powers, they're as frustrated as I am with the mental barrier they seem to have erected around them. They're going to start to monitor more closely party resources, specifically Healing Surges- it seems to always come as a surprise to them that one of the PCs is down to 0 Healing Surges 'already', as I say the problem is the players are evenly spced around the globe and not at the table all the time, and so miss things often- we've spoken about this before as a group, we love to game but none of us can guarantee that real life stays on hold.
So thanks, I'll reread all of this thread again and take what I need, feed back the various suggestions to the players and in the long term work on a solution- that's if the new Daily Power concord fails to work.
Again, thanks.