While I think the article makes a solid argument, my experience is almost the opposite: I enjoy games with health regeneration more. That's not to say I don't remember the glorious moments of frantically strafing around a Cyberdemon with one health remaining.
The point is that if there is no way to regenerate health other than being in a shielded position for a certain amount of time, then tactics are more about holding positions than moving between them, and therefore more about figuring out which positions one *should* hold and when. They can additionally be more about stealth, if the game allows for that.
Note that I do understand that games that require you to move to regenerate health also include tactics, and can include a stealth element. It's just that the balance is tipped towards making snap judgements rather than sitting back and thinking stuff through. I much prefer the latter.
In the end, the change makes for a different playing style; calling that a loss shows your preference in playing styles, but that's not a preference I share.
The point is that if there is no way to regenerate health other than being in a shielded position for a certain amount of time, then tactics are more about holding positions than moving between them, and therefore more about figuring out which positions one *should* hold and when. They can additionally be more about stealth, if the game allows for that.
Note that I do understand that games that require you to move to regenerate health also include tactics, and can include a stealth element. It's just that the balance is tipped towards making snap judgements rather than sitting back and thinking stuff through. I much prefer the latter.
In the end, the change makes for a different playing style; calling that a loss shows your preference in playing styles, but that's not a preference I share.