The problem with hyper-regeneration, in roleplay at least, is mostly due to no-selling. Usually in place of something which would have regeneration I'd put enhanced durability or some such, something which allows you to be tough in general but you still have the freedom to say what's actually harming the character, even if it's not entirely consistent in it's strength. That way, effort and dramatic timing can be properly rewarded and responded to. Regeneration, as it's usually represented within RP, is a passive thing which just happens, no matter what injury you take it will regenerate and, surprise, no-sell the attack. Another way to go about it is to put heavier limitations on the regeneration - a common one I've seen is a heavy weakness to fire-based damage and damage to vital areas. Hyper-regeneration 'works' (I use that loosely) in comic books because they're not open environments with multiple people collaborating, it's a singular author.