Heroes By Trade is built on an assumption of constant use of cool stuff and that people won't run out of resources. One of the things that worried me about this system initially was the concern that people would build very defensive characters and be unable to defeat one another. If two characters are duelling and both of them use shields and focus on powers that regain HP instead of focusing on powers that smash enemies they could in theory go forever. I wasn't eager to see that happen because I really didn't want to accidentally build a game where the optimal strategy was to build invincible characters and slowly grind the enemies down with no sense of danger.
There exists some kind of balance point in the weighting of offensive and defensive abilities that allows for a general offensive strategy to be the norm but has room for defensive moves in specific situations of extreme danger or when attempting to 'tank'. For example, I want defensive moves to be useful when you are badly hurt and the rest of your team is not, or when the enemies are obviously trying to focus fire you preferentially. I really don't want them to be the default move that is used all the time though, and as such I weighted abilities that regenerated HP fairly heavily. Adding 1.5 damage to your attack costs the same as adding 1 HP to your own total. Given that weighting players looked at the HP regaining abilities and pretty much ignored them. A dead enemy inflicts no damage, after all!
I think this was an error. First off, fights really are designed to be group vs. group rather than 1 vs. 1. Standing around gaining HP is not a winning strategy if the entire group of enemies is pounding on you and certainly will not result in stalemates. They will rapidly beat through your regeneration and victory will come down to which team beats the other down first which is what I wanted anyway. When HP regaining powers are only 2/3 as good as they 'should' be they end up being used never instead of sometimes and that isn't the place I wanted to be. HP recovery needs to feel like a good action and right now it doesn't feel that way.
If I do improve all the HP recovery it will probably lead to some degenerate cases where two defensive characters simply can't kill each other. I think it is worth accepting those degenerate cases though if it improves the general case of groups of combatants trying to beat each other. I really want people to look at defensive options and value them and having that be a thing is more important than worrying about what happens when two paladins stand there beating on each other for eternity. Having decent HP recovery also has other benefits in terms of combat predictability. When characters can defend themselves they are less likely to be blown up by the fickleness of the dice and will be better able to smooth over bad situations. That will lead to less "I guess Joe McSword is dead" and more strategy, which I like.