This suggestion is about making every tick of regen act like compound interest, and reseting when the player is hit.
Here is a basic example for a 6 second regen and how much each tick of regen heals.
100, 120, 144, 172, 207, 248
But if the player gets hit before the 4th tick, it would look like this instead.
100, 120, 144, player got hit 100, 120, 144
That change would motivate a shift in how people play to maximize it’s effectiveness. They would use their reflects or blocks or kiting moves to increase how much regen healed in total.
Right now regen is more a placebo effect. Something one can fire off and not think about in the hopes it is actually making a difference in the long run. But it’s current design is to ensure it doesn’t make much of a difference in the long run, because it is so passive.