Exactly. It was too low to be useful as intended and did not scale well either. Instead why not work on issues of kiting? Like make certain monsters have more spell resist. So big xp giving monsters aren't hobbling along at 1 move. Or give some a ranged ability with varying cooldowns. Like forcing the issue of closing the distance and killing it. Lots of things like slag, drake, skath, dragon. If there was an army of mixed units that include range, take darkling and ruffians for example. Someone is going to get pew pew (shot at) even if they do run around cheesily.
"Bone Ogres, Earth Elementals, Grave Elementals and Ogres can hurl boulders
Increased moves for Cave Bears, Coastal Skaths, Drakes, Ebbon Wolves, Forest Drake, Great Wolf, Ice Warg, Escaped Juggernaut, Mire Skath, Naja, Ophidian, Pack Drake, Plaguestalker, Silt Skath and Umberdroths
Corpse Spiders can use Tangled Web
Fire Elementals can cast Embers
Obsidian Golems and Ritualists can cast Imprison"
^Looks as if kiting is getting a bit of attention in the next update. I too hope the tactical options in battle can someday be expanded with regeneration, as well as other time/initiative effects.