Now this got incredibly off-topic... Was not about life - death balance, was about how buildings only boost non life/death shard power.
Sincerely
~ Kongdej
You were the one to take it "off topic," lol. Considering how regeneration is linked to the increase life/death shards it is kinda relevant. Think of it as using regeneration as a reason not to do it. What did not make sense was to complain about the other elements getting those bonuses, lol.
If getting the regeneration at early games is overpowering then that could be easily solved by moving it up the life teir. Speaking of which, if the buildings that required a high tech to build them then that would not be considered ruining early game balance.
However when you are looking towards the end game like I was, controlling 3/4 of the world and you still only have 3 life power that hardly has anything to do with monster killing balance.
I can kinda see where a high regen can tip balance early game, but I have faith if it was that unbalanced to the point of abuse the developers would find a solution to the balance. Monsters with 20-30 attack power (scath, drake lizards, umbroth, etc) will still rape your units early game even with regeneration.
I guess the big point is, in end game where units take severe amounts of damage and have 200+ hp it would be really nice to be able to heal more than 12-16 hp with a heal.